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{{Header Nav|game=Portal}}
{{Header Nav|game=Portal}}
{{floatingtoc}}


Portal is an FPS unlike many others, simply because combat is not the focus of the game. Rather, it is about escaping through various challenges. The puzzles presented will test your reflexes and logic. Below is a list of obstacles and devices that you will encounter on your journey through the Aperture Science Enrichment Center's experiments.
Portal is an FPS unlike many others, simply because combat is not the focus of the game. Rather, it is about escaping through various challenges. The puzzles presented will test your reflexes and logic. Below is a list of obstacles and devices that you will encounter on your journey through the Aperture Science Enrichment Center's experiments.


==Aperture Science Handheld Portal Device==
==Aperture Science Handheld Portal Device==
[[File:Portal 02 portal gun.jpg|thumb|left|The first portal gun you encounter.]]
[[Image:Portal_02_portal_gun.jpg|thumb|left|The first portal gun you encounter.]]
The "portal device" is your only tool, and holds immense power. With it, you can create either, or both, ends of a [[#Portals|portal]], and solve the various puzzles in each chamber. By default, {{mouse|l}} will create the blue end of a portal, and {{mouse|r}} will create the orange end. GLaDOS quote "Do not touch
The "portal device" is your only tool, and holds immense power. With it, you can create either, or both, ends of a [[#Portals|portal]], and solve the various puzzles in each chamber. By default, {{mouse|l}} will create the blue end of a portal, and {{mouse|r}} will create the orange end. GLaDOS quote "Do not touch  
the operational end of the device. Do not look directly at the operational end
the operational end of the device. Do not look directly at the operational end  
of the device. Do not submerge the device in liquid, even partially."
of the device. Do not submerge the device in liquid, even partially."
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==Portals==
==Portals==
[[File:Portal 01 button.jpg|thumb|left|A portal in action.]]
[[Image:Portal_01_button.jpg|thumb|left|A portal in action.]]
{{YouTube|video=oeUjVkJ7seY|title=Portal Trailer|duration=2:21|description=An introduction to portals.}}
{{YouTube|video=oeUjVkJ7seY|title=Portal Trailer|duration=2:21|description=An introduction to portals.}}
Portals are the main method of getting around and solving puzzles in Portal. They are either created by the [[#Aperture Science Handheld Portal Device|portal gun]], or are pre-existing in a chamber. A portal has two ends; a blue end, and an orange end. You (or objects you send through) can travel between the two in either direction.
Portals are the main method of getting around and solving puzzles in Portal. They are either created by the [[#Aperture Science Handheld Portal Device|portal gun]], or are pre-existing in a chamber. A portal has two ends; a blue end, and an orange end. You (or objects you send through) can travel between the two in either direction.
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==Chamberlocks==
==Chamberlocks==
[[File:Portal chamberlock.jpg|thumb|left|A chamberlock.]]
[[Image:Portal_chamberlock.jpg|thumb|left|A chamberlock.]]
Chamberlocks are the exit points for a chamber, and the objective of each chamber is to reach them. In front of every chamberlock is an [[#Aperture Science Material Emancipation Grid|emancipation grid]] which will vaporize unauthorized material such as [[#Aperture Science Weighted Storage Cubes|cubes]], thus preventing (under normal circumstances) carrying objects to another chamber.
Chamberlocks are the exit points for a chamber, and the objective of each chamber is to reach them. In front of every chamberlock is an [[#Aperture Science Material Emancipation Grid|emancipation grid]] which will vaporize unauthorized material such as [[#Aperture Science Weighted Storage Cubes|cubes]], thus preventing (under normal circumstances) carrying objects to another chamber.
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==Aperture Science Material Emancipation Grid==
==Aperture Science Material Emancipation Grid==
[[File:Portal Emancipation Grid.png|thumb|left|An emancipation grid.]]
[[Image:Portal_Emancipation_Grid.png|thumb|left|An emancipation grid.]]
[[File:Portal Portal Disappearance.png|thumb|right|Portals disappear when you touch an emancipation grid.]]
[[Image:Portal_Portal_Disappearance.png|thumb|right|Portals disappear when you touch an emancipation grid.]]
Emancipation grids, also called emancipation grills, and often referred to as fizzlers, are boundaries which the player and portal gun may pass through, but unauthorized material, such as [[#Aperture Science Weighted Storage Cubes|cubes]] and [[#Turret|turrets]], may not, and will be vaporized. They are usually located at the exits to chambers, but are also found elsewhere. Touching one of these also resets any current portals, so that if a player were to return to where a portal had been shot, it would no longer be there, and would need to be placed again. Portals also cannot be shot through this grid.
Emancipation grids, sometimes called fizzlers, are boundaries which the player and portal gun may pass through, but unauthorized material, such as [[#Aperture Science Weighted Storage Cubes|cubes]] and [[#Turret|turrets]], may not, and will be vaporized. They are usually located at the exits to chambers, but are also found elsewhere. Touching one of these also resets any current portals, so that if a player were to return to where a portal had been shot, it would no longer be there, and would need to be placed again. Portals also cannot be shot through this grid.
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==1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons==
==1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons==
[[File:Portal superbutton.jpg|thumb|left|A button.]]
[[Image:Portal_superbutton.jpg|thumb|left|A button.]]
One of the several devices used to set puzzles in Portal is the superbutton (referred to in this guide simply as a "button", despite the normality such a description implies). They are typically linked to [[#Doors|doors]] with clearly-visible tracks, but require a weight constantly on them to keep doors open; [[#Aperture Science Weighted Storage Cubes|cubes]] are quite useful for this.
One of the several devices used to set puzzles in Portal is the superbutton (referred to in this guide simply as a "button", despite the normality such a description implies). They are typically linked to [[#Doors|doors]] with clearly-visible tracks, but require a weight constantly on them to keep doors open; [[#Aperture Science Weighted Storage Cubes|cubes]] are quite useful for this.
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==Aperture Science Weighted Storage Cubes==
==Aperture Science Weighted Storage Cubes==
[[File:Portal cube.jpg|thumb|left|A cube.]]
[[Image:Portal_cube.jpg|thumb|left|A cube.]]
The stereotypical physics block; you can pick them up, move them around, [[Portal/Tips and advanced techniques#Cube throwing|throw them]], and – more importantly – leave them on [[#1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons|buttons]], and push them through [[#Portals|portals]]. They're simply referred to in this guide as "cubes".
The stereotypical physics block; you can pick them up, move them around, [[Portal/Tips and Advanced Techniques#Cube throwing|throw them]], and – more importantly – leave them on [[#1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons|buttons]], and push them through [[#Portals|portals]]. They're simply referred to in this guide as "cubes".
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==Doors==
==Doors==
[[File:Portal door closed.jpg|thumb|left|A closed door, showing the wires to it.]]
[[Image:Portal_door_closed.jpg|thumb|left|A closed door, showing the wires to it.]]
[[File:Portal door open.jpg|thumb|right|An open door.]]
[[Image:Portal_door_open.jpg|thumb|right|An open door.]]
These are – at least to begin with – the main obstacle to progression through the chambers. Typically linked to [[#1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons|buttons]], doors will only stay open when the button is pressed. The button, or buttons, with which a door is linked can be determined by following the wires from the door to the buttons.
These are – at least to begin with – the main obstacle to progression through the chambers. Typically linked to [[#1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons|buttons]], doors will only stay open when the button is pressed. The button, or buttons, with which a door is linked can be determined by following the wires from the door to the buttons.
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==Aperture Science High-Energy Pellets==
==Aperture Science High-Energy Pellets==
[[File:Portal pellet.jpg|thumb|left|A pellet.]]
[[Image:Portal_pellet.jpg|thumb|left|A pellet.]]
Pellets are small balls of energy also found in [[Half-Life 2]]. They are created and fired by [[#Pellet launcher|pellet launchers]], and should be directed towards [[#Pellet receiver|pellet receivers]], which will – like [[#1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons|buttons]] – power things such as [[#Doors|doors]] once they've captured a pellet. Be careful around pellets, as they will instantly kill you if you touch them. Remember that pellets will disintegrate if they are only bouncing off walls and objects for a few bounces — they need to go through portals to remain intact. Otherwise, energy pellets fade-out and disintegrate after a certain amount of time.
Pellets are small balls of energy also found in [[Half-Life 2]]. They are created and fired by [[#Pellet launcher|pellet launchers]], and should be directed towards [[#Pellet receiver|pellet receivers]], which will – like [[#1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons|buttons]] – power things such as [[#Doors|doors]] once they've captured a pellet. Be careful around pellets, as they will instantly kill you if you touch them. Remember that pellets will disintegrate if they are only bouncing off walls and objects for a few bounces — they need to go through portals to remain intact. Otherwise, energy pellets fade-out and disintegrate after a certain amount of time.
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==Pellet launcher==
==Pellet launcher==
[[File:Portal pellet launcher.jpg|thumb|left|A pellet launcher.]]
[[Image:Portal_pellet_launcher.jpg|thumb|left|A pellet launcher.]]
Pellet launchers create [[#Aperture Science High-Energy Pellets|pellets]]. They will in most cases (exception being Chamber 18) only allow one of its own pellets at a time to exist, so will only launch a new pellet when the old one disintegrates — typically because it is only bouncing between walls and objects, instead of passing through a portal regularly. When a pellet launcher’s pellet has been [[#Pellet receiver|received]], the pellet launcher will no longer create pellets (with a slight exception when there are multiple pellet launchers in the same chamber).
Pellet launchers create [[#Aperture Science High-Energy Pellets|pellets]]. They will in most cases (exception being Chamber 18) only allow one of its own pellets at a time to exist, so will only launch a new pellet when the old one disintegrates — typically because it is only bouncing between walls and objects, instead of passing through a portal regularly. When a pellet launcher’s pellet has been [[#Pellet receiver|received]], the pellet launcher will no longer create pellets (with a slight exception when there are multiple pellet launchers in the same chamber).
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==Pellet receiver==
==Pellet receiver==
[[File:Portal pellet receiver.jpg|thumb|left|A pellet receiver.]]
[[Image:Portal_pellet_receiver.jpg|thumb|left|A pellet receiver.]]
Pellet receivers act much like [[#1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons|buttons]] in that they power things when they have received a [[#Aperture Science High-Energy Pellets|pellet]]. They are connected to the device they power with wires, which can be traced to find a pellet receiver's associated object. Once a pellet receiver has captured a pellet, it will close, and can capture no more pellets. Conversely, it will never release the pellet it has captured, either.
Pellet receivers act much like [[#1500MW Aperture Science Heavy-Duty Supercolliding Superbuttons|buttons]] in that they power things when they have received a [[#Aperture Science High-Energy Pellets|pellet]]. They are connected to the device they power with wires, which can be traced to find a pellet receiver's associated object. Once a pellet receiver has captured a pellet, it will close, and can capture no more pellets. Conversely, it will never release the pellet it has captured, either.
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==Turret==
==Turret==
[[File:Portal Turret.png|thumb|left|A turret.]]
[[Image:Portal_Turret.png|thumb|left|A turret.]]
Turrets are robots simply designed to shoot bullets at any person within their range of vision. If Chell is shot numerous times in a brief period of time, she will “die” and respawn at an earlier location, although there are not a numbered amount of lives to run out of. They are easily shut down by knocking them over in any way possible, although they will shoot whichever direction they are facing for a few seconds before shutting off.
Turrets are robots simply designed to shoot bullets at any person within their range of vision. If Chell is shot numerous times in a brief period of time, she will “die” and respawn at an earlier location, although there are not a numbered amount of lives to run out of. They are easily shut down by knocking them over in any way possible, although they will shoot whichever direction they are facing for a few seconds before shutting off.


{{Footer Nav|game=Portal|nextpage=Controls}}
{{Footer Nav|game=Portal|nextpage=Controls}}
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