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** One of the Aperture manuals from the tie-in website says that testing officers should use insults to motivate subjects they don't feel are working effectively. It specifically cites making jabs about weight as a good motivator for female subjects. This is the same document that says orphans make good test subjects because if you hammer them about not having parents they believe the subject will become eager to please you.


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* Given his job was to annoy her with an endless string of bad ideas, maybe they just wanted to give him a good, distinct accent so he wouldn't blend in with the other ones in her ear.


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*Given the controlling AI has the ability to hugely re-arrange the upper levels of the facility, it's possible Wheatley put it near the surface and GLaDOS moved it back down while bring the facility back to relative order. It's clearly nowhere near the surface when Chell and Wheatley confront her before The Fall so that location might be where she returned it to.
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** Given Cave's contentious relationship with his own scientists and engineers (he's hostile with or about them every time they're mentioned) it seems like Johnson's idea of what science was wasn't exactly true to a sane person's. Cave seemed to think testing was obstacle courses all the time. It kind of makes sense given all of his messages: he's forceful, gregarious and bombastic. He can motivate test subjects even if he doesn't know a damn thing about science; not that he'd admit or even recognize that. This was the benefit and the loss for Aperture. One one hand it meant all of the disastrous results we see in the game including the creation of GLaDOS but it also created the amoral, funding-rich environment that apparently produced wonders given the things the company managed to make (if not make safe, anyhow). Whether those left by the GLaDOS days shared Cave's outlook (possible given the attrition forcing employees to test created) or if no one dared question it by then, by the time GLaDOS was programmed and had Caroline put in, the tests were pretty much the Aperture "thing".
** GLaDOS might be collecting some kind of data on them, but it's also possible she's just doing them because making tests is what she's, at the core, programmed to do. It could also be Caroline's influence. Afterall, Caroline was with Cave pretty much their entire professional lives. If she didn't share his outlook, why would Cave trust her to be his right hand and eventually take over? Just because the few pre-GLaDOS lines we hear of her make her sound chipper doesn't mean she wasn't just as unhinged as her boss.
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** It's worth noting that [[spoiler:Wheatley]] does it too when [[spoiler:he replaces GLaDOS]].
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** Or GLaDOS was talking about [[spoiler:Caroline, since she was deleted]].
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** The Perpetual Testing Initiative gives us an obvious answer: each time you die, that's just one Chell in one of the infinite parallel worlds that's died, and the "respawn" is just switching to a world where Chell didn't die in that situation.
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** What I heard is that when Chell hits the water, it's not the water that's killing her, but the fact the the portal gun would short-circuit and electrocute her. [=GLaDOS=] even warns Chell not to submerge the portal gun in water,even partially
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*** To each their own, but the argument that [=GLaDOS=] is a "masterful liar" seems quite questionable. Listening to half the dialogue in the games, to me the whole point is that it's actually immediately and blindingly ''obvious'' that [=GLaDOS=] cannot be trusted, which is [[BadLiar the exact opposite result]] to that which a liar wants to accomplish.
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** In the sequel, [=GLaDOS=] remarks that [[spoiler: Wheatley]] was attached to her in a desperate attempt from the scientists who built her to get her to 'behave'. Presumably they just programmed random cores with any old insane stuff in an attempt to modify her behaviour and, like the poster above said, get her to stop killing everyone.


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*** Well, the Companion Cube sequence is clearly employing mind games at least; [=GLaDOS=] stresses that you're not supposed to develop an attachment with it, but on the other hand that test room is unique in that you're supposed to carry it around everywhere with the clear intention that you form some kind of 'attachment' to it, it's covered in love hearts and given a 'name' (thus personalising it unlike the other cubes) and she's quick to lay on the passive-aggressive guilt trip about you sending it to the incinerator quicker than everyone else. There's clearly an implicit suggestion that you're supposed to bond with the Companion Cube.
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** [=GLaDOS=] is a delusional, passive-aggressive psychotic maniac who [[SelfServingMemory clearly tries to rewrite history and downplay / ignore the many wrongs she committed against Chell]] and over-stress the fact that Chell 'murdered' her so that she can [[NeverMyFault play the victim card]]. The fact that she claims they're both at fault is entirely consistent with [=GLaDOS=]'s whole MO of unfairly trying to paint Chell as the bad guy and herself as a wronged, wounded innocent.


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** The Aperture Science architecture clearly can be rearranged and has obviously been moved around quite a lot over the years, you do seem to start off fairly close to the surface (in the opening scenes of ''Portal 2'' what seems to be natural sunlight can be seen entering the ruins and birdsong can be heard) and go further down, and there are more than a few dimensional portals being opened up all over the place. Chances are the bird (or some ancestors thereof) originally stumbled into things at a point fairly close to the surface and just somehow got caught up in all the chaos until they ended up at the bottom.

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*** I would love to believe that, but I've seen far, far worse than this and the author was dead serious. Among them, someone who claimed Joss Whedon constantly raped his wife. Because he made Firefly. So...if it's not supposed to be taken seriously, it's still fucktarded. If it is...It's just proof that radical belief in anything can reduce any sane person into a giant mass of stupidity and...and...twatiness. Yes. Twatiness.
** It's a knock at an (actually very reasonable, well thought out and illuminating) feminist essay that talks about Portal as a feminist take on the shooter genre. Or at least, an examination of how portal differed from the typical hetero-masculinist shooter game.
*** I dunno. It seems kind of dumb to me. I mean, to start off, Portal ''isn't'' a First-Person Shooter game. It's a First-Person ''Puzzle'' game, which happens to be made on a game engine originally designed for making FPS games. That invalidates the thesis right there. ''Then'' you get into all this Freudian bullcrap about guns being "phallic symbols" and all that rot. By that logic, just about ''anything'' that incorporates a cylinder into its design is a "phallic symbol". For example, how about a table leg? Or a can of mace? Or, hell, a fire extinguisher? My table lamp has a cylindrical neck; does that make it a symbol of a society dominated by men? No! It just makes it a practical, simply-designed table lamp. Cylinders are pervasive in all manner of objects we encounter in daily life, and that's because it's a shape that, geometrically speaking, is very dependable and has a wide range of versatility. Chell's gender doesn't matter. She has no lines, anyway, and no personality except for what the player decides she has. "Chell" is, simply, just a placeholder for the player themselves; the game is in the first person because third-person games are more detached from the player, but the plot of Portal is meant to be felt personally, viscerally. Would killing the Companion Cube have been so heart-wrenching if it was done from a third-person perspective? No. It wouldn't. (... In addition, the first-person viewpoint probably comes from the fact that that is, you know, what the engine is made and best-equipped for. No need to complicate things with external cameras when you're already abusing your physics engine in a million other ways.)

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*** I would love to believe that, but I've seen far, far worse than this and the author was dead serious. Among them, someone who claimed Joss Whedon constantly raped his wife. Because he made Firefly.''Series/{{Firefly}}''. So...if it's not supposed to be taken seriously, it's still fucktarded. If it is...It's just proof that radical belief in anything can reduce any sane person into a giant mass of stupidity and...and...twatiness. Yes. Twatiness.
** It's a knock at an (actually very reasonable, well thought out and illuminating) feminist essay that talks about Portal ''Portal'' as a feminist take on the shooter genre. Or at least, an examination of how portal ''Portal'' differed from the typical hetero-masculinist shooter game.
*** I dunno. It seems kind of dumb to me. I mean, to start off, Portal ''isn't'' a First-Person Shooter game. It's a First-Person ''Puzzle'' game, which happens to be made on a game engine originally designed for making FPS games. That invalidates the thesis right there. ''Then'' you get into all this Freudian bullcrap about guns being "phallic symbols" and all that rot. By that logic, just about ''anything'' that incorporates a cylinder into its design is a "phallic symbol". For example, how about a table leg? Or a can of mace? Or, hell, a fire extinguisher? My table lamp has a cylindrical neck; does that make it a symbol of a society dominated by men? No! It just makes it a practical, simply-designed table lamp. Cylinders are pervasive in all manner of objects we encounter in daily life, and that's because it's a shape that, geometrically speaking, is very dependable and has a wide range of versatility. Chell's gender doesn't matter. She has no lines, anyway, and no personality except for what the player decides she has. "Chell" is, simply, just a placeholder for the player themselves; the game is in the first person because third-person games are more detached from the player, but the plot of Portal ''Portal'' is meant to be felt personally, viscerally. Would killing the Companion Cube have been so heart-wrenching if it was done from a third-person perspective? No. It wouldn't. (... In addition, the first-person viewpoint probably comes from the fact that that is, you know, what the engine is made and best-equipped for. No need to complicate things with external cameras when you're already abusing your physics engine in a million other ways.)



** If you pay attention to the second game, there ARE in fact two portal guns, and everything indicates Chell simply discarded the other, as in the second game you find the single-portal gun in the same general area you picked up the dual-portal gun, after GLaDOS is revived, you can actually see Chell dropping the first gun, and then GLaDOS throws her into the old incinerator to recover the dual-portal gun.

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** If you pay attention to the second game, there ARE in fact two portal guns, and everything indicates Chell simply discarded the other, as in the second game you find the single-portal gun in the same general area you picked up the dual-portal gun, after GLaDOS [=GLaDOS=] is revived, you can actually see Chell dropping the first gun, and then GLaDOS [=GLaDOS=] throws her into the old incinerator to recover the dual-portal gun.gun.
*** The single-portal gun was found below the chamber where it was found in ''Portal'', not where it was upgraded.
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Adding some insight into turret weight based on rough ammo capacity.

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***Using some google images for reference, with a given turret height of 58 inches (WordOfGod referenced in step 1 [[http://www.instructables.com/id/Building-a-Portal-Turret/ here]]) and assuming the ammo box is in the top half of the "main" portion of the turret, we can conservatively estimate the turret's ammo capacity at about 5,000 5.56x45mm NATO rounds. At 11.8 grams per round, that gives us approximately 59 kilograms, or 129.8 pounds of ammo alone, assuming they're fully loaded.
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** The most probable answer is "a strobe light." Remember, anyone who uses it will ''expect'' to see some kind of a muzzle flash.
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** Maybe there was another neurotoxin station and he used it. Knowing Aperture it would probably have been put near a first-aid station (if the previous neurotoxin station being near the Employee Daycare Center is anything to go by).
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** When Wheatley was smashing Chell's room into things during The Courtesy Call chapter, I got nauseated and had to sit down. I'd never been standing for that part before so it had never happened before. While playing, sometimes I tip my head up when I move the camera up. That feels weird, too.

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** When Wheatley was smashing Chell's room into things during The Courtesy Call chapter, I got nauseated and had to sit down. I'd never been standing for that part before so it had never happened before. While playing, sometimes It was my third play through. Sometimes I tip my head up when I move the camera up. That feels weird, too.
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** When Wheatley was smashing Chell's room into things during The Courtesy Call chapter, I got nauseated and had to sit down.

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** When Wheatley was smashing Chell's room into things during The Courtesy Call chapter, I got nauseated and had to sit down. I'd never been standing for that part before so it had never happened before. While playing, sometimes I tip my head up when I move the camera up. That feels weird, too.

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** When Wheatley was smashing Chell's room into things during The Courtesy Call chapter, I got nauseated and had to sit down.



** When Wheatley was moving Chell's room around and smashing things during The Courtesy Call chapter, I got a bit nauseated and had to sit down.
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** When Wheatley was moving Chell's room around and smashing things during The Courtesy Call chapter, I got a bit nauseated and had to sit down.
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** I think if that bugs you, it's kinda your problem, not a problem with the game or the fanbase. A big part of the appeal of the game is that the minimalist setting left a lot open to player interpretation, and gamers have fun coming up with wacky theories. Maybe you're right and GlaDOS is just an insane, childish sociopath who - like a toddler - alternates between affection and hostility. Maybe [=GLaDOS=] is, in her own way, [[BatmanGambit a genius at psychological manipulation]], and getting Chell to [[spoiler: destroy the chassis and the lab in order to set them both free (or whatever twisted goal [=GLaDOS=] was trying to accomplish]] really ''was'' her plan all along. Not ''everything'' [=GLaDOS=] tells you is a lie, and when one mixes truth and falsehood like that, it becomes difficult to tell which is which. [[TakeAThirdOption Or maybe she's both]], and is both brilliant and insane (like the {{Joker}}), wanting to both keep Chell around for the great fun they have while simultaneously trying to murder her and improvising new tactics when Chell goes off the rails while laughing off the obvious failure.

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** I think if that bugs you, it's kinda your problem, not a problem with the game or the fanbase. A big part of the appeal of the game is that the minimalist setting left a lot open to player interpretation, and gamers have fun coming up with wacky theories. Maybe you're right and GlaDOS is just an insane, childish sociopath who - like a toddler - alternates between affection and hostility. Maybe [=GLaDOS=] is, in her own way, [[BatmanGambit a genius at psychological manipulation]], and getting Chell to [[spoiler: destroy the chassis and the lab in order to set them both free (or whatever twisted goal [=GLaDOS=] was trying to accomplish]] really ''was'' her plan all along. Not ''everything'' [=GLaDOS=] tells you is a lie, and when one mixes truth and falsehood like that, it becomes difficult to tell which is which. [[TakeAThirdOption Or maybe she's both]], and is both brilliant and insane (like the {{Joker}}), SelfDemonstrating/TheJoker), wanting to both keep Chell around for the great fun they have while simultaneously trying to murder her and improvising new tactics when Chell goes off the rails while laughing off the obvious failure.
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** Alternatively, we know what [=GLaDOS=] said that Chell is going to regret, but what did Chell say? A whole lot of nothing. [=GLaDOS=] is going to make Chell regret her stubborn refusal to speak back.

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** Portal wasn't originally going to have a sequel. Even Valve was surprised by how well it was received.

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** Portal ''Portal'' wasn't originally going to have a sequel. Even Valve was surprised by how well it was received.



** I think somebody's confused 'intended by [=GLaDOS=]' with 'intended by the developers'. Seriously, if you play enough games it starts to become reeeeally obvious that some mysterious force wants the player character to succeed. Sure, it could be interpreted as the antagonist, if you wanted to be that paranoid, but it's far more likely the designers. By my reading, [=GLaDOS=] just isn't smart enough to pull the gambit she/everyone here, for some reason claims she's pulling. I mean, that's half Portal's hilarity, that your antagonist so bad at everything, including convincing you she's not an antagonist.
** Play [=Half-Life=], I'm not entirely unconvinced it's not required to have at least ONE room of death in your company to be standards compliant (bottomless pit box smashing room anyone?).

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** I think somebody's confused 'intended by [=GLaDOS=]' with 'intended by the developers'. Seriously, if you play enough games it starts to become reeeeally obvious that some mysterious force wants the player character to succeed. Sure, it could be interpreted as the antagonist, if you wanted to be that paranoid, but it's far more likely the designers. By my reading, [=GLaDOS=] just isn't smart enough to pull the gambit she/everyone here, for some reason claims she's pulling. I mean, that's half Portal's ''Portal'''s hilarity, that your antagonist so bad at everything, including convincing you she's not an antagonist.
** Play [=Half-Life=], ''[=Half-Life=]'', I'm not entirely unconvinced it's not required to have at least ONE room of death in your company to be standards compliant (bottomless pit box smashing room anyone?).



* Why are the oldest parts of the lab the furthest underground? If you are building an underground facility, wouldn't you dig down when you needed more space, thus putting the newer parts the furthest down? Even ignoring the fact that keeping large testing areas that are no longer in use around instead of repurposing the space doesn't make any sense, why did aperture science build the first labs so deep underground and then move up?

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* Why are the oldest parts of the lab the furthest underground? If you are building an underground facility, wouldn't you dig down when you needed more space, thus putting the newer parts the furthest down? Even ignoring the fact that keeping large testing areas that are no longer in use around instead of repurposing the space doesn't make any sense, why did aperture science Aperture Science build the first labs so deep underground and then move up?



*** It's the idea that you really ''don't'' know what's going on that catches most people. Sure, there's some sort of computer who wants you dead for no apparent reason. And there's also several secret rooms where people write on the walls in blood and worship the inanimate objects in the room. And there's hints throughout the game that [=GLaDOS=] is not everything she appears, and connections to the Half Life universe, and why exactly did you wake up in a pod deep within a research facility? And why is that music so prolific through the whole game? Did the music drive the AI crazy? Where is everybody? What year is it? Who am I? WHAT IS GOING ON?! Soyeah...

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*** It's the idea that you really ''don't'' know what's going on that catches most people. Sure, there's some sort of computer who wants you dead for no apparent reason. And there's also several secret rooms where people write on the walls in blood and worship the inanimate objects in the room. And there's hints throughout the game that [=GLaDOS=] is not everything she appears, and connections to the Half Life ''Half-Life'' universe, and why exactly did you wake up in a pod deep within a research facility? And why is that music so prolific through the whole game? Did the music drive the AI crazy? Where is everybody? What year is it? Who am I? WHAT IS GOING ON?! Soyeah...



** I think if that bugs you, it's kinda your problem, not a problem with the game or the fanbase. A big part of the appeal of the game is that the minimalist setting left a lot open to player interpretation, and gamers have fun coming up with wacky theories. Maybe you're right and GlaDOS is just an insane, childish sociopath who - like a toddler - alternates between affection and hostility. Maybe GLaDOS is, in her own way, [[BatmanGambit a genius at psychological manipulation]], and getting Chell to [[spoiler: destroy the chassis and the lab in order to set them both free (or whatever twisted goal GLaDOS was trying to accomplish]] really ''was'' her plan all along. Not ''everything'' GlaDOS tells you is a lie, and when one mixes truth and falsehood like that, it becomes difficult to tell which is which. [[TakeAThirdOption Or maybe she's both]], and is both brilliant and insane (like the {{Joker}}), wanting to both keep Chell around for the great fun they have while simultaneously trying to murder her and improvising new tactics when Chell goes off the rails while laughing off the obvious failure.
** Though personally, I think that considering [[MadScientist who]] ''made'' GlaDOS, she would be equal parts genius-level brilliance and sociopathic insanity. From a meta perspective, it's fun for the audience to keep guessing, and it generates a lot of word-of-mouth buzz about the game.

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** I think if that bugs you, it's kinda your problem, not a problem with the game or the fanbase. A big part of the appeal of the game is that the minimalist setting left a lot open to player interpretation, and gamers have fun coming up with wacky theories. Maybe you're right and GlaDOS is just an insane, childish sociopath who - like a toddler - alternates between affection and hostility. Maybe GLaDOS [=GLaDOS=] is, in her own way, [[BatmanGambit a genius at psychological manipulation]], and getting Chell to [[spoiler: destroy the chassis and the lab in order to set them both free (or whatever twisted goal GLaDOS [=GLaDOS=] was trying to accomplish]] really ''was'' her plan all along. Not ''everything'' GlaDOS [=GLaDOS=] tells you is a lie, and when one mixes truth and falsehood like that, it becomes difficult to tell which is which. [[TakeAThirdOption Or maybe she's both]], and is both brilliant and insane (like the {{Joker}}), wanting to both keep Chell around for the great fun they have while simultaneously trying to murder her and improvising new tactics when Chell goes off the rails while laughing off the obvious failure.
** Though personally, I think that considering [[MadScientist who]] ''made'' GlaDOS, [=GLaDOS=], she would be equal parts genius-level brilliance and sociopathic insanity. From a meta perspective, it's fun for the audience to keep guessing, and it generates a lot of word-of-mouth buzz about the game.



** Assuming that the ASPHD is an improvement of the Aperture Science Quantum Tunneling Device, it uses quantum tunneling, not entanglement. However, according to Judith Mossman in Half Life 2, the resistance teleporters work using quantum entanglement. Basically, Aperture Science-quantum tunneling;Black Mesa-quantum entanglement. Combine- String based.

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** Assuming that the ASPHD is an improvement of the Aperture Science Quantum Tunneling Device, it uses quantum tunneling, not entanglement. However, according to Judith Mossman in Half Life 2, ''Half-Life 2'', the resistance teleporters work using quantum entanglement. Basically, Aperture Science-quantum tunneling;Black tunneling; Black Mesa-quantum entanglement. Combine- String based.



** On the other hand, ''this'' female player is usually quite fine (until she watches speedrun of this game, but that's a whole other ballpark). What bugs me is how I can be all right with Portal, but VideoGame/SuperMarioGalaxy plays ping-pong with my brain.

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** On the other hand, ''this'' female player is usually quite fine (until she watches speedrun of this game, but that's a whole other ballpark). What bugs me is how I can be all right with Portal, ''Portal'', but VideoGame/SuperMarioGalaxy ''VideoGame/SuperMarioGalaxy'' plays ping-pong with my brain.



*** This hacking of proprioception is actually extremely common for players of the game ''VideoGame/MirrorsEdge'', another First Person game in which you fly through the air and can see your arms and legs. It doesn't help that both VideoGame/{{Portal}} and ''VideoGame/MirrorsEdge'' also come with a bamboozling barrage of bright colors in an otherwise monochromatic setting, adding to your disorientation.

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*** This hacking of proprioception is actually extremely common for players of the game ''VideoGame/MirrorsEdge'', another First Person game in which you fly through the air and can see your arms and legs. It doesn't help that both VideoGame/{{Portal}} ''VideoGame/{{Portal}}'' and ''VideoGame/MirrorsEdge'' also come with a bamboozling barrage of bright colors in an otherwise monochromatic setting, adding to your disorientation.disorientation.
* Incidentally, Valve removed a gel from ''Portal 2'' that allowed you to stick to walls and ceilings because it made playtesters get motion sickness.



** [[spoiler:The cube proves to be Still Alive at the very end of Portal 2.]]

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** [[spoiler:The cube proves to be Still Alive at the very end of Portal 2.''Portal 2''.]]



*** The emancipation grills actually probably dont work on personality constructs (otherwise [[spoiler:[=PotatOS=]]] would've been fizzled several times over in Portal 2). It seems likely the "Emergency ''Intelligence'' Incinerators" are specifically to destroy personality constructs and GLaDOS just decided to use it for the cube.
*** Ah, but you can emancipate turrets, which have been shown to exhibit some sort of personality. The Emancipation Grills only emancipate unauthorized equipment that passes through it, so GLaDOS presumably "authorized" herself as a safety precaution.
*** Perhaps the one in GLaDOS' chamber was turned to 4,001 degrees Kelvin while the one in Testchamber 17 wasnt on at full temperature.
*** I don't know if this information is helpful at this point, but in Portal 2 [[spoiler: one of the ways GLaDOS plans to torture Wheatley is by forcing him to spend a year in the incinerator]]. I'm pretty sure none of the incinerators are capable of actually destroying Aperture tech. [[NightmareFuel God knows what that means for the cores you incinerated in the first Portal.]] [[NiceJobBreakingItHero You monster.]]

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*** The emancipation grills actually probably dont work on personality constructs (otherwise [[spoiler:[=PotatOS=]]] would've been fizzled several times over in Portal 2). ''Portal 2''). It seems likely the "Emergency ''Intelligence'' Incinerators" are specifically to destroy personality constructs and GLaDOS [=GLaDOS=] just decided to use it for the cube.
*** Ah, but you can emancipate turrets, which have been shown to exhibit some sort of personality. The Emancipation Grills only emancipate unauthorized equipment that passes through it, so GLaDOS [=GLaDOS=] presumably "authorized" herself as a safety precaution.
*** Perhaps the one in GLaDOS' [=GLaDOS=]' chamber was turned to 4,001 degrees Kelvin while the one in Testchamber 17 wasnt on at full temperature.
*** I don't know if this information is helpful at this point, but in Portal 2 ''Portal 2'' [[spoiler: one of the ways GLaDOS [=GLaDOS=] plans to torture Wheatley is by forcing him to spend a year in the incinerator]]. I'm pretty sure none of the incinerators are capable of actually destroying Aperture tech. [[NightmareFuel God knows what that means for the cores you incinerated in the first Portal.]] [[NiceJobBreakingItHero You monster.]]



** There probably are alarms, but there's no reason to tell the test subject that they've been activated. GLaDOS is obviously watching all the test areas all of the time, and has limited knowledge of what's happening behind the scenes. She knows enough to turn on pistons, activate rocket launchers and drop turrets.
** Alternatively, there are alarms, but they're maintained by GLaDOS like everything else in the facility. She just saw no reason to activate them, since there was nobody around to alert after she killed all the staff.

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** There probably are alarms, but there's no reason to tell the test subject that they've been activated. GLaDOS [=GLaDOS=] is obviously watching all the test areas all of the time, and has limited knowledge of what's happening behind the scenes. She knows enough to turn on pistons, activate rocket launchers and drop turrets.
** Alternatively, there are alarms, but they're maintained by GLaDOS [=GLaDOS=] like everything else in the facility. She just saw no reason to activate them, since there was nobody around to alert after she killed all the staff.



[[folder:What GLaDOS tests]]

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[[folder:What GLaDOS [=GLaDOS=] tests]]



** She really isn't testing. She's just playing puppet master and toying with test subjects for amusement before killing them. Also she stated that her body emits a euphoric sensation every time a test is completed, but over time she has grown immune to the feeling. So she sort of became driven mad from her addiction to fun times with science.

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** She really isn't testing. She's just playing puppet master and toying with test subjects for amusement before killing them. Also Also, she stated that her body emits a euphoric sensation every time a test is completed, but over time she has grown immune to the feeling. So she sort of became driven mad from her addiction to fun times with science.



** At one point in Portal 2, [=GLaDOS=] explains that it didn't matter to her that she became immune to the euphoria because she "was in it for the science".

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** At one point in Portal 2, ''Portal 2'', [=GLaDOS=] explains that it didn't matter to her that she became immune to the euphoria because she "was in it for the science".



** Tiptoeing into WildMassGuessing territory here, but GLaDOS happens to have the same voice as her human counterpart. Maybe Wheatley is based off a human who happened to have a British accent? The only established method in this universe to make an AI as sophisticated as Wheatley is to start with a human, and the scientists can't have had a great deal of time on their hands.

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** Tiptoeing into WildMassGuessing territory here, but GLaDOS [=GLaDOS=] happens to have the same voice as her human counterpart. Maybe Wheatley is based off a human who happened to have a British accent? The only established method in this universe to make an AI as sophisticated as Wheatley is to start with a human, and the scientists can't have had a great deal of time on their hands.



When the roof of Weatley's chamber collapses, you can see the sky and the Moon through it. Apparently the chamber is on the surface or near it (the ceiling is high, sure, but not that high). Yet after Glados lets you go, you have to take a lift and go multiple floors up, and when you finally emerge, there are no structures on the ground. So, where was that chamber?

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When the roof of Weatley's chamber collapses, you can see the sky and the Moon through it. Apparently the chamber is on the surface or near it (the ceiling is high, sure, but not that high). Yet after Glados [=GLaDOS=] lets you go, you have to take a lift and go multiple floors up, and when you finally emerge, there are no structures on the ground. So, where was that chamber?



** Any reason why Glados would suddenly move it many stores underground before releasing Chell? Besided, the final landscape doesn't look like any whatsoever large facility had ever been there.

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** Any reason why Glados [=GLaDOS=] would suddenly move it many stores underground before releasing Chell? Besided, the final landscape doesn't look like any whatsoever large facility had ever been there.



Why does everyone seem to think that Chell was in suspension for centuries, when the evidence we have from the first chapter, Courtesy Call, only suggests a few decades?

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Why does everyone seem to think that Chell was in suspension for centuries, when the evidence we have from the first chapter, The Courtesy Call, only suggests a few decades?



* Nobody said that Portal and Portal 2 happen on the same universe as the PTI's "Earth 1".
** [[spoiler:Confirmed.]] After pulling you out of Computer!Cave's universe, [[spoiler:Earth-1 Cave has the GLaDOS project scrapped.]]

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* Nobody said that Portal ''Portal'' and Portal 2 ''Portal 2=] happen on the same universe as the PTI's [=PeTI=]'s "Earth 1".
** [[spoiler:Confirmed.]] After pulling you out of Computer!Cave's universe, [[spoiler:Earth-1 Cave has the GLaDOS [=GLaDOS=] project scrapped.]]



* I know the gameplay reason for this, but why was the firepit trap so easily escapable with portal-walls and a convenient ledge up ahead? In the second game, even [[spoiler: an idiot was smart enough to make his deathtrap non-portalable (though he didn't account for the conversion gel)]]. So, barring any interpretations that the firepit was part of the test, is it just sheer laziness on GLaDOS' part or what?
** Because it was unexpected. Most test subjects would just lay down and die in the face of danger like that, but Chell was different. Chell was never supposed to be tested(because she was such a {{Determinator}}) so GLaDOS would never expect a test subject would even try to escape.

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* I know the gameplay reason for this, but why was the firepit trap so easily escapable with portal-walls and a convenient ledge up ahead? In the second game, even [[spoiler: an idiot was smart enough to make his deathtrap non-portalable (though he didn't account for the conversion gel)]]. So, barring any interpretations that the firepit was part of the test, is it just sheer laziness on GLaDOS' [=GLaDOS=]' part or what?
** Because it was unexpected. Most test subjects would just lay down and die in the face of danger like that, but Chell was different. Chell was never supposed to be tested(because tested (because she was such a {{Determinator}}) so GLaDOS [=GLaDOS=] would never expect a test subject would even try to escape.



[[folder: GLaDOS And Her Strange Wording]]
* Perhaps this is just GLaDOS being GLaDOS, but during the "You Monster!" scene in the beginning of Portal 2, why does she tell Chell "We both said a lot of things you're going to regret"? Chell doesn't talk!

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[[folder: GLaDOS And [=GLaDOS=] and Her Strange Wording]]
* Perhaps this is just GLaDOS [=GLaDOS=] being GLaDOS, [=GLaDOS=], but during the "You Monster!" scene in the beginning of Portal 2, ''Portal 2'', why does she tell Chell "We both said a lot of things you're going to regret"? Chell doesn't talk!



** I personally think Wheatley's name itself foreshadows the ending. [[spoiler:After the Turret Opera, GLaDOS lets you out into a wheat field. Wheatley's name means "wheat field".]]

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** I personally think Wheatley's name itself foreshadows the ending. [[spoiler:After the Turret Opera, GLaDOS [=GLaDOS=] lets you out into a wheat field. Wheatley's name means "wheat field".]]



* If all Aperture Science products can withstand temperatures up to 4000 Kelvin (as we see a radio and the Companion Cube do), how does dropping GlaDOS's detached cores into the incinerator achieve anything?

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* If all Aperture Science products can withstand temperatures up to 4000 Kelvin (as we see a radio and the Companion Cube do), how does dropping GlaDOS's [=GLaDOS=]'s detached cores into the incinerator achieve anything?
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** Agreed, this occurred to me too at some point. If they were making a movie they would have Chell react realistically to the neurotoxin, because it would make the scene way more tense and dramatic ("Holy crap she can barely move, oh c'mon the Anger Sphere is only inches away from the incinerator! AAHHH there's only 10 seconds left!! YOU CAN DO IT CHELL!!"). But Portal is a game, not real life or a film. You wouldn't be able to defeat [=GLaDOS=] if the neurotoxin affected Chell the way it affects people in real life. You'd be vomiting, crapping yourself, your eyes would be watering constantly, and at some point you'd be incapable of movement and would lose consciousness and go into convulsions. I repeat: It's a game. There are a LOT of unrealistic depictions of how things would affect Chell's body. For example, while the heel-springs stopped the testers' complaints that she wasn't sustaining damage from falls, in real life they wouldn't be anywhere near sufficient protection. Another example is that Chell is often launched great distances through portals, and just HAPPENS to always land on her feet (gravity pays her the rare courtesy of always reorienting her so that her feet are pointing down and her head pointing up if she passes through a portal feet-first), while in reality she could end up landing on her shoulder, on her back, on her sides, on her head, and seriously injure herself. Or she could miss her target and collide painfully with something. She has zero protective gear, she's not even wearing anything on her feet. And yet another example is that unless you're super-amazing at this game, Chell gets shot several times by turrets, and yet doesn't bleed to death and is still able to complete the rest of the chambers despite the massive pain the bullet wounds should be causing. Then when she's escaping the fire pit, she definitely comes close enough to the flames to suffer some burns, or at least have her clothes catch fire. Plus in real life someone doing these tests might conceivably take way longer than the game takes, and in that time would need to eat, drink, and go to the bathroom. Then there's all the crap she's exposed to in Portal 2, which I could make a list of, but won't because this bullet point is long enough. When you're designing a game you really don't have the option of having the player be realistic biologically.

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** Agreed, this occurred to me too at some point. If they were making a movie they would have Chell react realistically to the neurotoxin, because it would make the scene way more tense and dramatic ("Holy crap she can barely move, oh c'mon the Anger Sphere is only inches away from the incinerator! AAHHH there's only 10 seconds left!! YOU CAN DO IT CHELL!!"). But Portal is a game, not real life or a film. You wouldn't be able to defeat [=GLaDOS=] if the neurotoxin affected Chell the way it affects people in real life. You'd be vomiting, crapping yourself, your eyes would be watering constantly, and at some point you'd be incapable of movement and would lose consciousness and go into convulsions. I repeat: It's a game. There are a LOT of unrealistic depictions of how things would affect Chell's body. For example, while the heel-springs stopped the testers' complaints that she wasn't sustaining damage from falls, in real life they wouldn't be anywhere near sufficient protection. Another example is that Chell is often launched great distances through portals, and just HAPPENS to always land on her feet (gravity pays her the rare courtesy of always reorienting her so that her feet are pointing down and her head pointing up if she passes through a portal feet-first), while in reality she could end up landing on her shoulder, on her back, on her sides, on her head, and seriously injure herself. Or she could miss her target and collide painfully with something. She has zero protective gear, she's not even wearing anything on her feet. And yet another example is that unless you're super-amazing at this game, Chell gets shot several times by turrets, and yet doesn't bleed to death and is still able to complete the rest of the chambers despite the massive pain the bullet wounds should be causing. Then when she's escaping the fire pit, she definitely comes close enough to the flames to suffer some burns, or at least have her clothes catch fire. Plus in real life someone doing these tests might conceivably take way longer than the game takes, and in that time would need to eat, drink, and go to the bathroom. Then there's all the crap she's exposed to in Portal 2, ''Portal 2'', which I could make a list of, but won't because this bullet point is long enough. When you're designing a game you really don't have the option of having the player be realistic biologically.



** There's at least 2 different tropes which apply to this. They are called ExactTimeToFailure and CriticalExistenceFailure You would do well to get used to them. The second one, at any rate, is pretty well ubiquitous in video games, and the first one is a good dramatic tool. That's all there is to it.

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** There's at least 2 different tropes which apply to this. They are called ExactTimeToFailure and CriticalExistenceFailure CriticalExistenceFailure. You would do well to get used to them. The second one, at any rate, is pretty well ubiquitous in video games, and the first one is a good dramatic tool. That's all there is to it.



*** That's actually pretty likely, as in Portal 2, [[spoiler: at the beginning of the fight with Wheatley,]] the Announcer says "Neurotoxin level at capacity in five minutes." That wording suggests that the neurotoxin does, in fact, take a few minutes to fill the room.

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*** That's actually pretty likely, as in Portal 2, ''Portal 2'', [[spoiler: at the beginning of the fight with Wheatley,]] the Announcer says "Neurotoxin level at capacity in five minutes." That wording suggests that the neurotoxin does, in fact, take a few minutes to fill the room.
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** Or, the "water" ''did'' damage Chell's feet, albeit slowly. That's why in the second game you switch to the LongFall boots, which must double as prosthetics.

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** Or, the "water" ''did'' damage Chell's feet, albeit slowly. That's why in the second game you switch to the LongFall boots, Long Fall Boots, which must double as prosthetics.



*** No, you didn't have the boots in the first game. You had knee implants. You can see that you are barefoot with a little portal work, with the heel springs coming out of your calf. It was mentioned somewhere that the original springs were trashed when the party associate dragged Chell away, and were replaced with the boots.

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*** No, you didn't have the boots in the first game. You had knee implants. You can see that you are barefoot with a little portal work, with the heel springs coming out of your calf. It was mentioned somewhere seen in the comic that the original springs were trashed when the party associate dragged Chell away, and were replaced with the boots.
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*** This hacking of proprioception is actually extremely common for players of the game MirrorsEdge, another First Person game in which you fly through the air and can see your arms and legs. It doesn't help that both VideoGame/{{Portal}} and MirrorsEdge also come with a bamboozling barrage of bright colors in an otherwise monochromatic setting, adding to your disorientation.

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*** This hacking of proprioception is actually extremely common for players of the game MirrorsEdge, ''VideoGame/MirrorsEdge'', another First Person game in which you fly through the air and can see your arms and legs. It doesn't help that both VideoGame/{{Portal}} and MirrorsEdge ''VideoGame/MirrorsEdge'' also come with a bamboozling barrage of bright colors in an otherwise monochromatic setting, adding to your disorientation.
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*** She said so herself in-game that she wanted you to[[spoiler:She was using reverse psychology to get you to destroy her morality core and allow her to kill you]]

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*** She said so herself in-game that she wanted you to[[spoiler:She to. [[spoiler:She was using reverse psychology to get you to destroy her morality core and allow her to kill you]]you.]]
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*** Alternatiely, you could ask ProblemSleuth

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*** Alternatiely, you could ask ProblemSleuthWebcomic/ProblemSleuth
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Answer to a headscratcher question

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** I personally think Wheatley's name itself foreshadows the ending. [[spoiler:After the Turret Opera, GLaDOS lets you out into a wheat field. Wheatley's name means "wheat field".]]
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** I think she is actually referring to the 2 sections with lots of live turrets, after you escape the main test area. One is under an un-crossable bridge of pistons. The other is outside of the weird sewer thing. Ringing any bells?
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*** Red Dwarf or {{Futurama}}'s Robot Hell, either-or.

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*** Red Dwarf or {{Futurama}}'s {{WesternAnimation/Futurama}}'s Robot Hell, either-or.
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** We also now know that it can be used to [[spoiler: travel to the ''Moon''.]] Which means that if the portal gun was successfully merchandised, anyone could [[travel to the Moon]] at any time, in seconds, and at next to no cost. Tell me how that would not be useful. Also, as shown in the very first scene in Portal, you can easily enter or leave a doorless room, as long as you have (and can control) one of those pieces of equipment that can create a portal on itself, and another one outside. You could make a room highly secure in this way, since you could make it as secure as a [[PanicRoom panic room]] without the vulnerability of a door. You could keep someone out or trap someone inside, and if they can't control the portals, they can't get in or out.

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** We also now know that it can be used to [[spoiler: travel to the ''Moon''.]] Which means that if the portal gun was successfully merchandised, anyone could [[travel to the Moon]] at any time, in seconds, and at next to no cost. Tell me how that would not be useful. Also, as shown in the very first scene in Portal, you can easily enter or leave a doorless room, as long as you have (and can control) one of those pieces of equipment that can create a portal on itself, and another one outside. You could make a room highly secure in this way, since you could make it as secure as a [[PanicRoom panic room]] room without the vulnerability of a door. You could keep someone out or trap someone inside, and if they can't control the portals, they can't get in or out.
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[[folder: Wheatley and Neurotoxin]]
*If Wheatley and Chell destroyed the neurotoxin before the core transfer, how did Wheatley have access to it for the FinalBoss battle?
**It's not like he could rebuild it, he's such a moron he couldn't even keep the facility from exploding.
[[/folder]]

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