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* Where is [=GLaDOS=] getting the electricity or other stuff to keep Aperture and herself running?
Is she doing trade with humans? Are there any humans as of Portal 2?
(The field that Chell is freed into looks like an arable farm, but it could simply be grass.)
Maybe she's sending robots to aquire things?

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* Where is [=GLaDOS=] getting the electricity or other stuff to keep Aperture and herself running?
Is
running?Is she doing trade with humans? Are there any humans as of Portal 2?
(The field that Chell is freed into looks like an arable farm, but it could simply be grass.)
) Maybe she's sending robots to aquire things?acquire things?
** The Aperture facility seems to be a self-sufficient system. Electricity is generated by (at least one) nuclear reactor. There's a mine that probably contains plenty of metals. Precious elements that can't be mined are recycled from destroyed equipment. There isn't much that is actually needed from "outside", and the whole thing can probably run for ''centuries'' without needing additional material.
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(The field Chell is freed into looks like an arable farm, but it could simply be grass.)

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(The field that Chell is freed into looks like an arable farm, but it could simply be grass.)
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[[folder:Where is GlaDOS getting resources?]]
* Where is GlaDOS getting the electricity or other stuff to keep Aperture and herself running?

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[[folder:Where is GlaDOS [=GLaDOS=] getting resources?]]
* Where is GlaDOS [=GLaDOS=] getting the electricity or other stuff to keep Aperture and herself running?
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[[Where is GlaDOS getting resources?]]

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[[Where [[folder:Where is GlaDOS getting resources?]]
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Where is GlaDOS getting the electricity or other stuff to keep Aperture and herself running?

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Where *Where is GlaDOS getting the electricity or other stuff to keep Aperture and herself running?
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[[Where is GlaDOS getting resources?]]
Where is GlaDOS getting the electricity or other stuff to keep Aperture and herself running?
Is she doing trade with humans? Are there any humans as of Portal 2?
(The field Chell is freed into looks like an arable farm, but it could simply be grass.)
Maybe she's sending robots to aquire things?
[[/folder]]

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One natter and one repeated bullet removed


* For the most part, Chell was complacent in following [=GLaDOS=]'s orders, even when destroying the companion cube. Then, [=GLaDOS=] puts her (and the portal gun; true she says it can survive but she'd still need to retrieve it somehow) into an easily-escaped death trap. Thereby giving Chell the motivation to tear you apart and destroy you. Didn't she realize that she could have avoided all this if she had just given you the cake as promised and let you go on your merry way? Either this is all [[ThePlan some kind of plan]] on the part of , or she is an [[WhatAnIdiot enormous idiot]].

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* For the most part, Chell was complacent in following [=GLaDOS=]'s orders, even when destroying the companion cube. Then, [=GLaDOS=] puts her (and the portal gun; true she says it can survive but she'd still need to retrieve it somehow) into an easily-escaped death trap. Thereby giving Chell the motivation to tear you apart and destroy you. Didn't she realize that she could have avoided all this if she had just given you the cake as promised and let you go on your merry way? Either this is all [[ThePlan some kind of plan]] on the part of , or she is an [[WhatAnIdiot enormous idiot]]. way?



** Note that [=GLaDOS=] makes a point of mentioning the portal gun can survive the incinerator (by telling you the temperature range it works at). If we make the assumption the the morality core won't allow [=GLaDOS=] to directly kill Chell, only put her in dangerous situations which have a way out - which would classify it as a "test" - it makes perfect sense.
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** It would be incredibly difficult to make a spring launch a bullet at dangerous velocities. However, if it's strong enough and had enough of a runup, it could ignite the primer and fire the bullet normally. So, while they may have been ''intended'' to fire the whole bullet, they're actually just normal guns that eject spent cartridges through the barrel (also neatly explaining why they're so inaccurate).
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*** Even in pre-existing tunnels, it's simpler and easier to build from the top down. I think what happened is that the offices, Enrichment Spheres, etc. were all built at (roughly) the same time, and when Aperture started running out of money, they were ''abandoned'' from the bottom up. The design and decor of the upper levels were updated with the times, while there would be no need to do that with the abandoned lower levels, making them look more outdated.

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** Genetic Lifeform and Disk Operating System and de-icer were ''supposed'' to be - well, not contradictory, but they made unnecessary work out of de-icing. In terms of Caroline, it's possible they killed two birds with one stone: "Well, we need a system to support Caroline's brain and we have this big life system here. Let's put it in."
** From how I understood it, based on the slideshow easter egg from Portal 1: In the 80's Black Mesa was, as always, getting tons more government funding than Aperture. Aperture was desparately trying to impress the government by how better they were than Black Mesa, and somehow got wind of the fact that they were building a fuel line de-icing system. They wanted to one-up Black Mesa, so they integrated their fuel line de-icing system with the newly created [=GLaDOS=]/Computer Caroline, while somehow keeping the cost below that of Black Mesa's system. [=GLaDOS=] is still officially a fuel line de-icer, but is really a DOS hooked up to the mind of Caroline.
*** [=GLaDOS=] and Caroline are almost nothing alike, personality-wise - [=GLaDOS=] is basically a high-tech passive-aggressive AI with the VirtualGhost of Caroline in her brain. She even states so herself at the end: "Caroline lives in my brain".
* The idea of [=GLaDOS=] being a needlessly overcomplex de-icer makes a degree of sense given Aperture's two favorite ways of doing things: A) taking a simple problem and making a needlessly complex solution (developing a quantum tunneling device as a possible shower curtain system) and B) taking extremely advanced technology and putting it to bizarrely trivial purposes (developing a gel with lossless kinetics and trying to use it to bounce food out of dieter's stomachs). If it's option A, they felt a de-icing system was the perfect place to put a complex super-AI. If B, they had a complex super-AI and said "You know what this would do really well? Run the de-icer."

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** Genetic Lifeform and Disk Operating System and de-icer were ''supposed'' to be - well, not contradictory, but they made unnecessary work out of de-icing. In terms of Caroline, it's possible they killed two birds with one stone: "Well, we need a system to support Caroline's brain and we have this big life system here. Let's put it in."
** From how I understood it, based on the a slideshow easter egg from Portal 1: In the 80's Black Mesa was, as always, getting tons more government funding than Aperture. Aperture was desparately trying to impress the government by how better they were than Black Mesa, and somehow got wind of the fact that they were building a fuel line de-icing system. They wanted to one-up Black Mesa, so they integrated their fuel line de-icing system with the newly created [=GLaDOS=]/Computer Caroline, while somehow keeping the cost below that of Black Mesa's system. [=GLaDOS=] is still officially a fuel line de-icer, but is really a DOS hooked up to the mind of Caroline. \n*** [=GLaDOS=] and Caroline are almost nothing alike, personality-wise - [=GLaDOS=] is basically a high-tech passive-aggressive AI with the VirtualGhost of Caroline in her brain. She even states so herself at the end: "Caroline lives in my brain".\n* The idea of [=GLaDOS=] being a needlessly overcomplex de-icer makes a degree of sense given Aperture's two favorite ways of doing things: A) taking a simple problem and making a needlessly complex solution (developing a quantum tunneling device as a possible shower curtain system) and B) taking extremely advanced technology and putting it to bizarrely trivial purposes (developing a gel with lossless kinetics and trying to use it to bounce food out of dieter's stomachs). If it's option A, they felt a de-icing system was the perfect place to put a complex super-AI. If B, they had a complex super-AI and said "You know what this would do really well? Run the de-icer."



** Maybe she has an Aperture Science Blood Absorption Cup. But this is probably just like many other things an AcceptableBreakFromReality.
** This is just NoPeriodsPeriod. Nuthin' to see here.
** *Facepalm* In both games, Chell was out of stasis for a few hours, tops. Even if she did have to worry about that at the moment, which would be far-fetched to begin with, she was preoccupied with other matters -- such as, you know, ''getting out of this deathtrap of a facility, fast''. Besides, this is Aperture Science we're talking about. Chell has long fall boots -- it's possible that test subjects are also equipped with special clothing to avoid distractions like periods and toilet breaks. And stasis is stasis. Bodily functions are suspended.

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** Maybe she has an Aperture Science Blood Absorption Cup. But this is probably just like many other things an AcceptableBreakFromReality.
** This is just NoPeriodsPeriod. Nuthin' to see here.
** *Facepalm*
In both games, Chell was out of stasis for a few hours, tops. Even if she did have to worry about that at the moment, which would be far-fetched to begin with, she was preoccupied with other matters -- such as, you know, ''getting out of this deathtrap of a facility, fast''. Besides, this is Aperture Science we're talking about. Chell has long fall boots -- it's possible that test subjects are also equipped with special clothing to avoid distractions like periods and toilet breaks. And stasis is stasis. Bodily functions are suspended.



** Perhaps they thought she'd become ''so'' cross, she'd make a mistake.
** These are the people who gave the turrets both an Empathy chip and an Empathy suppressant, and simulated pain response. They just put these things in.
*** Yeah, this troper feels likewise. I mean, after the most logical installments fail to stop her (namely the ''Empathy'' chip and ''Morality'' core) where do you go from there? I get the impression that they quickly began to ran out of options and the stranger additions to her circuitry were probably added on a hope and a prayer that they'd succeed.
** That's actually her Emotional Core, not her Anger Core. She's just really pissed off.
*** It's described the first game's credits as "The Anger Sphere" though,
** Also, remember how she experiences the other cores - constantly babbling voices in her head. At some point, they may have simply decided that overwhelming her with voices was a 'better' solution than a single/handful of rational voices.
** Imagine the scientists swapping cores in and out of [=GLaDOS=] to see what would happen. They'd stop when either they get what they want... or one of the cores causes [=GLaDOS=] to do something evil, preventing the scientists from continuing their work!

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** Perhaps they thought she'd become ''so'' cross, she'd make a mistake.
** These are the people who gave the turrets both an Empathy chip and an Empathy suppressant, and simulated pain response. They just put these things in.
*** Yeah, this troper feels likewise. I mean, after the most logical installments fail to stop her (namely the ''Empathy'' chip and ''Morality'' core) where do you go from there? I get
One gets the impression that they quickly began to ran out of options and the stranger additions to her circuitry were probably added on a hope and a prayer that they'd succeed.
** That's actually her Emotional Core, not her Anger Core. She's just really pissed off.
*** It's described the first game's credits as "The Anger Sphere" though,
** Also, remember how she experiences the other cores - constantly babbling voices in her head.
succeed. At some point, they may have simply decided that overwhelming her with voices was a 'better' solution than a single/handful of rational voices.
** Imagine the scientists swapping cores in and out of [=GLaDOS=] to see what would happen. They'd stop when either they get what they want... or one of the cores causes [=GLaDOS=] to do something evil, preventing the scientists from continuing their work!
voices.



* Wouldn't the people with the same last name as Chell be her adoptive parents? So, not the ones who "abandoned" her, but the ones who took her in?
** Well if she was "left on Aperture's doorstep" she wouldn't have a last name for adopted parents.. unless it's "Laboratories" or "Science". [[spoiler: Or "Johnson"]].
*** She wasn't left on Aperture's doorstep, she was left on "a doorstep". [=GLaDOS=] doesn't mention where.
** Remember, that was before [=GLaDOS=] told Chell that she was adopted; [=GLaDOS=] was lying and Chell didn't have enough information to figure that out. Or maybe she did, but [[HeroicMime didn't say anything]] and just went along with the test. Relatedly, ''how'' exactly does [=GLaDOS=] know that?

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* Wouldn't the people with the same last name as Chell be her adoptive (adoptive) parents? So, not the ones who "abandoned" her, but the ones who took her in?
** Well if she was "left on Aperture's doorstep" she wouldn't have a last name for adopted parents.. unless it's "Laboratories" or "Science". [[spoiler: Or "Johnson"]].
*** She wasn't left on Aperture's doorstep, she was left on "a doorstep". [=GLaDOS=] doesn't mention where.
** Remember, that was before [=GLaDOS=] told Chell that she was adopted; [=GLaDOS=] was lying and Chell didn't have enough information to figure that out. Or maybe she did, but [[HeroicMime didn't say anything]] and just went along with the test. Relatedly, ''how'' exactly does [=GLaDOS=] know that?
in?



** We don't have any evidence at all that there was anyone with Chell's last name in cryostasis except [=GLaDOS=]'s word, and if you ever believe ''anything'' that comes out of her speaker, I have a bridge in San Francisco to sell you.



* When was the portal gun invented? Several times in the game and tie in comic, Aperture scientists express jealousy and respect towards NASA for beating them to the moon. But the old sealed off testing courses are clearly designed to be solved with portal technology, despite signs dating them to the 1950s! As seen at the end of the game, portal technology makes visiting the moon a cakewalk, so shouldn't Aperture have won the space race?
** The scientists likely had no idea that the moon was portal conductive until after they created the conversion gel which was in the 70's.
** The portal maker was invented in the 50s. The very first old-school test sphere has a sign that says 'This can't be solved without a portal device', showing one the size of a big backpack in a stylized drawing. But as mentioned several times on this page, they didn't see it as an end itself, they saw it as a testing device for the 'useful' things like the buttons and gels. There was no way to get moon rocks until after NASA landed on the moon... and no way to find out they were good for portals until then.
*** But why didn't they just shoot a portal at the moon even just for kicks or to see what would happen?
*** They owned a technology that could revolutionize the world, and for 50 years they used it to test useless dietary aids by having people jump onto them from great heights. They were handing these trillion dollar devices out to bums for god's sake! The sheer stupidity of it boggles the mind. Also, considering how crazy everyone at Aperture Science is, I'm kinda surprised no one ever tried just randomly firing the gun at the moon.
*** Or maybe they did try, but it went horribly wrong and that was behind the "missing astronauts" thing.

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* When was the portal gun invented? Several times in the game and tie in comic, Aperture scientists express jealousy and respect towards NASA for beating them to the moon. But the old sealed off testing courses are clearly designed to be solved with portal technology, despite signs dating them to the 1950s! As seen at the end of the game, portal technology makes visiting the moon a cakewalk, so shouldn't Aperture have won the space race?
1950s!
** The scientists likely had no idea that the moon was portal conductive until after they created the conversion gel which was in the 70's.
** The portal maker was invented in the 50s. The very first old-school test sphere has a sign that says 'This can't be solved without a portal device', showing one the size of a big backpack in a stylized drawing. But as mentioned several times on this page, they didn't see it as an end itself, they saw it as a testing device for the 'useful' things like the buttons and gels. There was no way to get moon rocks until after NASA landed on the moon... and no way to find out they were good for
Common misunderstanding. Concrete conducts portals until then.
just as well as moon dust.
*** But Okay, but then why didn't they just shoot a portal at the moon even just for kicks or to see what would happen?
*** They owned a technology that could, but then again, they could revolutionize not. Their focus was mostly on the world, and for 50 years ground, so honestly, why ''would'' they used it to test useless dietary aids by having people jump onto them from great heights. They were handing these trillion dollar devices out to bums for god's sake! The sheer stupidity of it boggles the mind. Also, considering how crazy everyone at Aperture Science is, I'm kinda surprised no one ever tried just randomly firing the gun shoot portals at the moon.
*** Or maybe they did try, but it went horribly wrong and that was behind the "missing astronauts" thing.
sky?



** Creating portals changes the [[http://en.wikipedia.org/wiki/Topology topology]] of space around the them. You could come up with a physics-y handwave-y solution involving [[http://en.wikipedia.org/wiki/Noethers_theorem Noether's theorem]] (which says that [[http://en.wikipedia.org/wiki/Conservation_law conservation laws]], such as the conservation of energy, are caused by symmetry, and breaking this symmetry destroys your conservation law) if you were so inclined.
** It's not really free energy, merely a very efficient method of using gravity to transfer kinetic energy from the planet to the falling object. If you placed two portals inside an airless tube, and set an object in an "infinite" fall, the object would accelerate indefinitely, and eventually reach relativistic speeds requiring enough force to accelerate further that the earth would start pulling itself out of its orbit with its own gravity via the "falling" object. This would only be possible if the airless tube was constructed exactly at the geographic north or south pole, however, or the earth's rotation would make falling at relativistic speeds impossible. Factor in air resistance and all the kinetic energy is dissipated in a closed loop that doesn't affect the earth's trajectory through space... I think... Someone should do that math on that.
** The problem is moving upwards in a gravitational field, you are gaining gravitational potential energy. This happens from moving from a low-placed portal to a high-placed one. It is unavoidable. Of course, we are assuming it does take zero energy to move from a low-placed portal to a high-placed one. Maybe the portal gun has a built in store of energy for this purpose.
** You're failing to consider the energy required to keep the portals open. It's quite possible that any time an object passes through a portal, there's an increase or decrease in the energy draw that precisely offsets the gain or loss in potential energy caused by the displacement.
** Perhaps as the objects continue to fall they lose mass so that overall their energy remains constant. (If you take an object from "infinity" to the edge of a black hole you extract mc^2 of energy from the system. Effectively the object loses its mass to the gravitational field. It's a lot more subtle than that, but then gravity has always been a subtle beast.)
** The portals could establish some kind of hydrostatic equilibrium so that heavy things go down, light things go up, and it all balances out nicely. This would appear to be violated at the end, until you consider the differential gravity.

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** Creating portals changes the [[http://en.wikipedia.org/wiki/Topology topology]] of space around the them. You could come up with a physics-y handwave-y solution involving [[http://en.wikipedia.org/wiki/Noethers_theorem Noether's theorem]] (which says that [[http://en.wikipedia.org/wiki/Conservation_law conservation laws]], such as the conservation of energy, are caused by symmetry, Once you touch things like teleportation and breaking this symmetry destroys your conservation law) if you were so inclined.
** It's not really free energy, merely a very efficient method of using gravity to transfer kinetic energy from the planet to the falling object. If you placed two portals inside an airless tube, and set an object in an "infinite" fall, the object would accelerate indefinitely, and eventually reach relativistic speeds requiring enough force to accelerate further that the earth would start pulling itself out of its orbit with its own gravity via the "falling" object. This would only be possible if the airless tube was constructed exactly at the geographic north or south pole, however, or the earth's rotation would make falling at relativistic speeds impossible. Factor in air resistance and all the kinetic energy is dissipated in a closed loop that doesn't affect the earth's trajectory through space... I think... Someone should do that math on that.
** The problem is moving upwards in a gravitational field, you are gaining gravitational potential energy. This happens from moving from a low-placed portal to a high-placed one. It is unavoidable. Of course, we are assuming it does take zero energy to move from a low-placed portal to a high-placed one. Maybe the portal gun has a built in store of energy for this purpose.
** You're failing to consider the energy required to keep the portals open. It's quite possible that any
time an object passes through travel (the latter is established to be a portal, there's an increase or decrease thing via a throwaway line by Cave), physics gets thrown out the window - and we don't mean it as a HandWave, we mean it in the energy draw sense that precisely offsets the gain or loss in potential energy caused by the displacement.
** Perhaps as the objects continue to fall they lose mass so that overall their energy remains constant. (If you take an object from "infinity" to the edge of a black hole you extract mc^2 of energy from the system. Effectively the object loses its mass to the gravitational field. It's a lot more subtle than that, but then gravity has always been a subtle beast.)
** The portals could establish
since you're messing with space-time these techs probably utilize some kind form of hydrostatic equilibrium so that heavy things go down, light things go up, and it all balances out nicely. This would appear to be violated at going beyond the end, until you consider boundaries of, well, space-time, ie the differential gravity.universe, to work, thus the normal laws of physics will stop applying.

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Yes, all of this is being moved to Portal 2 because they're for the sequel.


[[folder: Wheatley's accent]]
* Why does Wheatley, a robot built by an American lab, by American scientists, in America (where all other robots talk with either American or "robotic" accent), have a British accent and vocabulary?
** 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. He's speaking fast and in an accent that you wouldn't normally hear in Idaho making him harder to tune out or turn into general background noise.
** WMG 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.
** Maybe they felt like it. This ''is'' Aperture Science, after all.
[[/folder]]



** The fact that there was an Emergency Intelligence Incinerator in the same room as a potentially-hostile AI shows some astounding forethought on Aperture's part: they either deliberately built the cores with combustible materials, or the incinerator was hotter than 4000K. Either one would justify the cores' explosions.



[[folder:Getting moon rocks]]
* So if moon rocks were so expensive they could hardly afford them, why didn't cave just send someone up to the moon in a pressurized suit using an airlock and a portal gun so he could go grab some?
** Cave is the type of person to build a giant turret just to make an animation of one. It's too sensible for Aperture Science.
** Or maybe they did? I'm not sure in what proportion the moon dust would have to mix into the gel, but they have A LOT of portal gel to spare throughout the game.
** One could assume they ''did'' try to collect some in the 60s, but because of the "Senate hearings on missing astronauts" had to abandon it or cover it up for the time being.
** He was fucking broke. I think he said that some scientists told him he couldn't afford seven dollars worth of Lunar Rocks, let alone the amounts needed to make all that portal gel. He probably wasted the majority of the company's funds on that.
*** They only found out moon rocks were good for holding portals until after they bought them and ground them up. Granted, they could have found out sooner by just shooting the moon, but that would require rational thought and it wouldn't be Aperture Science unless they were doing something ass-backwards by warping the fabric of space-time with dangerous and experimental technology while being shot at and poisoned.
*** He didn't need that much of a moon rock. He needed enough to paint single wall. Shoot portal to painted wall. Second to moon. If you already have prepared astronauts, so just send them throught it, collect moon rock. It is possible in that way to do huge mining operation, but it need some rocks to boot it up.
*** Yes, but that would assume that Cave is known for consistently good decisions. He obviously bought $70 million worth of moon rocks and ground them up in a fit of impulse, and ''then'' discovered he could get more for free.
** Yes, once they found out that they could portal to the moon now, they could secretly get all of the moon rocks they could carry, but the valuable thing about moon rocks is their provenance (ie, that they are known to be from the moon); a moon rock that no-one outside of Aperture knows is a moon rock is just a rock that is unusually dry and has other differences only measurable with geochemical analysis. So, yes, they can make as much conversion gel as they want, but they have no way of getting recouping the $70 million. Also, moon rocks are valuable because of their rarity, and suddenly having tonnes and tonnes of them from out of nowhere, with the obvious explanation that you have some undisclosed method of getting tonnes more, will tend to drop the price (cf, [[https://en.wikipedia.org/wiki/Amethyst amethyst]], which was once an extremely precious stone on par with diamond and emerald but lost most of its value when we got access to huge deposits in Brazil in the 18th century).

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[[folder:Getting moon rocks]]
[[folder:What is [=GLaDOS=]?]]
* So if moon rocks were so expensive they could hardly afford them, why didn't cave just send someone up to the moon in a pressurized suit using an airlock What exactly IS [=GLaDOS=] at this point? A Genetic Lifeform and a portal gun so he could go grab some?
** Cave is the type
Disk Operating System? Okay. The new boss of person to build a giant turret just to make an animation of one. It's too sensible for Aperture Science.
** Or maybe they did? I'm not sure in what proportion the moon dust would have to mix into the gel, but they have A LOT of portal gel to spare throughout the game.
** One could assume they ''did'' try to collect some in the 60s, but because of the "Senate hearings on missing astronauts" had to abandon it or cover it up for the time being.
** He was fucking broke. I think he said that some scientists told him he couldn't afford seven dollars worth of Lunar Rocks, let alone the amounts needed to make all that portal gel. He probably wasted the majority of the company's funds on that.
*** They only found out moon rocks were good for holding portals until after they bought them and ground them up. Granted, they could have found out sooner by just shooting the moon, but that would require rational thought and it wouldn't be
Aperture Science unless they were doing something ass-backwards by warping due to the fabric last request of space-time with dangerous and experimental technology while being shot at and poisoned.
*** He didn't need that much of a moon rock. He needed
Cave Johnson? The acronym's vague enough to paint single wall. Shoot portal to painted wall. Second to moon. If you already have prepared astronauts, so just send them throught it, collect moon rock. make those two compatible. But how can she also be a fuel-system de-icer gone horribly wrong? It is possible in that way to do huge mining operation, but it need some rocks to boot it up.seems contradictory.
*** Yes, ** Genetic Lifeform and Disk Operating System and de-icer were ''supposed'' to be - well, not contradictory, but that would assume that Cave is known for consistently good decisions. He obviously bought $70 million worth they made unnecessary work out of moon rocks de-icing. In terms of Caroline, it's possible they killed two birds with one stone: "Well, we need a system to support Caroline's brain and ground them up in a fit of impulse, and ''then'' discovered he could get we have this big life system here. Let's put it in."
** From how I understood it, based on the slideshow easter egg from Portal 1: In the 80's Black Mesa was, as always, getting tons
more for free.
** Yes, once
government funding than Aperture. Aperture was desparately trying to impress the government by how better they found out were than Black Mesa, and somehow got wind of the fact that they could portal were building a fuel line de-icing system. They wanted to the moon now, one-up Black Mesa, so they could secretly get all of the moon rocks they could carry, but the valuable thing about moon rocks is integrated their provenance (ie, that they are known to be from the moon); a moon rock that no-one outside of Aperture knows is a moon rock is just a rock that is unusually dry and has other differences only measurable with geochemical analysis. So, yes, they can make as much conversion gel as they want, but they have no way of getting recouping the $70 million. Also, moon rocks are valuable because of their rarity, and suddenly having tonnes and tonnes of them from out of nowhere, fuel line de-icing system with the obvious explanation newly created [=GLaDOS=]/Computer Caroline, while somehow keeping the cost below that you have some undisclosed method of getting tonnes more, will tend Black Mesa's system. [=GLaDOS=] is still officially a fuel line de-icer, but is really a DOS hooked up to drop the price (cf, [[https://en.wikipedia.org/wiki/Amethyst amethyst]], which was once an mind of Caroline.
*** [=GLaDOS=] and Caroline are almost nothing alike, personality-wise - [=GLaDOS=] is basically a high-tech passive-aggressive AI with the VirtualGhost of Caroline in her brain. She even states so herself at the end: "Caroline lives in my brain".
* The idea of [=GLaDOS=] being a needlessly overcomplex de-icer makes a degree of sense given Aperture's two favorite ways of doing things: A) taking a simple problem and making a needlessly complex solution (developing a quantum tunneling device as a possible shower curtain system) and B) taking
extremely precious stone on par advanced technology and putting it to bizarrely trivial purposes (developing a gel with diamond lossless kinetics and emerald but lost most trying to use it to bounce food out of its value when we got access to huge deposits in Brazil in dieter's stomachs). If it's option A, they felt a de-icing system was the 18th century).perfect place to put a complex super-AI. If B, they had a complex super-AI and said "You know what this would do really well? Run the de-icer."



[[folder:The logo on the Borealis]]
* This one is about a small PlotHole that I found. In Episode 2, the Borealis has the modern Aperture Science logo on it. In Portal 2, you find the Borealis' former Drydock. Sounds fine, right? Notice the logo hanging in the lobby and in the loading screen. Why would they be using a logo from the future on their gigantic ship? How would they know what it'd look like?
** The ship may be newer than the drydock. It's not inconceivable that they didn't update the logo.
** Alternatively, they updated the logo on the ship later on at some other harbor.
*** Outside of story reasons, I figured they threw that in there as a way to say "Episode 3 is coming, just be patient" by referencing where you were heading at the end of Episode 2.
** More to the point, what is a ''ship dock'' doing several kilometres ''underground''?
*** If you are going to run some crazy teleportation experiment that you don't want a certain rival company to see... Well, it's probably the best place to put it.
** Based on the [[http://half-life.wikia.com/wiki/Borealis#Miscellaneous documents]] from the screenshots in ''Half-Life 2'', we know that the Borealis was in service for some time before she disappeared. Since ice breaking ships need to be refurbished after 20-30 years of service (and the AI version of [=GLaDOS=] was being developed as a new fuel system de-icer), it's probably safe to assume that Aperture's engineers were trying to teleport the ship back to the underground drydock for upgrades when she vanished.

to:

[[folder:The logo on [[folder:No periods?]]
* Does Chell ever get her period? Did she get it while in stasis? How would she handle it while testing? Would she be provided with
the Borealis]]
* This one is about a small PlotHole that I found. In Episode 2, the Borealis
proper... sanitation?
** Maybe she
has the modern an Aperture Science logo on it. In Portal 2, you find the Borealis' former Drydock. Sounds fine, right? Notice the logo hanging in the lobby and in the loading screen. Why would they be using a logo from the future on their gigantic ship? How would they know what it'd look like?
** The ship may be newer than the drydock. It's not inconceivable that they didn't update the logo.
** Alternatively, they updated the logo on the ship later on at some
Blood Absorption Cup. But this is probably just like many other harbor.
*** Outside
things an AcceptableBreakFromReality.
** This is just NoPeriodsPeriod. Nuthin' to see here.
** *Facepalm* In both games, Chell was out
of story reasons, I figured they threw stasis for a few hours, tops. Even if she did have to worry about that in there as a way to say "Episode 3 is coming, just be patient" by referencing where you were heading at the end of Episode 2.
** More
moment, which would be far-fetched to the point, what is a ''ship dock'' doing several kilometres ''underground''?
*** If
begin with, she was preoccupied with other matters -- such as, you are going to run some crazy teleportation experiment that you don't want know, ''getting out of this deathtrap of a certain rival company to see... Well, facility, fast''. Besides, this is Aperture Science we're talking about. Chell has long fall boots -- it's probably the best place to put it.
** Based on the [[http://half-life.wikia.com/wiki/Borealis#Miscellaneous documents]] from the screenshots in ''Half-Life 2'', we know
possible that the Borealis was in service for some time before she disappeared. Since ice breaking ships need test subjects are also equipped with special clothing to be refurbished after 20-30 years of service (and the AI version of [=GLaDOS=] was being developed as a new fuel system de-icer), it's probably safe to assume that Aperture's engineers were trying to teleport the ship back to the underground drydock for upgrades when she vanished. avoid distractions like periods and toilet breaks. And stasis is stasis. Bodily functions are suspended.



[[folder:Submerging the gun in gel]]
* One of the warnings you get when you pick up the portal gun is to never submerge the device in liquid, even partially. In Portal 2, you can literally stand in a never ending cascade of the various gels without issue. And of course, there are two parts of the game where the gun can safely touch water (including when the sprinklers come on after the final boss fight).
** Maybe the gels were designed with the ASHPD in mind? Or they're simply not conductive? As for the sprinklers, that hardly counts as "submerging".
*** I always got the impression the gels were oil based anyway, sort of like paint.
** Doing something you're not supposed to do isn't always going to result in catastrophic consequences 100% of the time, you know.
*** I always figured it was supposed to be a joke on how Aperture Science is more worried about the ASHPD falling into deadly water than the tester drowning. The Trailers basically confirm this.
*** The gels being potentially paint-based still doesn't explain the pouring water in some of Cave's test chambers that you can clearly submerge the portal gun in. Another lie from [=GLaDOS=], perhaps?
*** Or it's a new, waterproof model of the Portal gun in the second game.
*** According to the PTI, it's not water, but "Cleaning Gel"
** Remember [[SelfDemonstrating/GLaDOS who]] gave you those warnings: an [[SelfDemonstrating/GLaDOS insane AI]] who was just trying to mess with Chell's mind. After all, every ''other'' warning that you get in that sequence turned out to be false ("Do not touch the operational end of the device?" Why not, [=PotatOS=] seemed fine to me. "Do not look directly at the operational end of the device?" You can stand right in front of it as it's firing and be perfectly fine. "Most importantly, under no circumstances should you...?" Yeah, that's a pretty [[FakeStatic convenient malfunction]], don't you think?), so why not that one?

to:

[[folder:Submerging [[folder:Reason behind the gun in gel]]
Anger Sphere]]
* One of the warnings you get when you pick up the portal gun is to never submerge the device in liquid, even partially. In Portal 2, you can literally stand in a never ending cascade of the various gels without issue. And of course, there are two parts of the game where the gun can safely touch water (including when the sprinklers come on after the final boss fight).
** Maybe the gels
The personality cores were designed with made to keep [=GLaDOS=] under control and stop her from killing everyone, right? Then why did they give her an anger sphere?
** Perhaps they thought she'd become ''so'' cross, she'd make a mistake.
** These are
the ASHPD in mind? Or they're simply not conductive? As for people who gave the sprinklers, that hardly counts as "submerging".
*** I always got the impression the gels were oil based anyway, sort of like paint.
** Doing something you're not supposed to do isn't always going to result in catastrophic consequences 100% of the time, you know.
*** I always figured it was supposed to be a joke on how Aperture Science is more worried about the ASHPD falling into deadly water than the tester drowning. The Trailers basically confirm this.
turrets both an Empathy chip and an Empathy suppressant, and simulated pain response. They just put these things in.
*** The gels being potentially paint-based still doesn't explain Yeah, this troper feels likewise. I mean, after the pouring water most logical installments fail to stop her (namely the ''Empathy'' chip and ''Morality'' core) where do you go from there? I get the impression that they quickly began to ran out of options and the stranger additions to her circuitry were probably added on a hope and a prayer that they'd succeed.
** That's actually her Emotional Core, not her Anger Core. She's just really pissed off.
*** It's described the first game's credits as "The Anger Sphere" though,
** Also, remember how she experiences the other cores - constantly babbling voices
in her head. At some of Cave's test chambers point, they may have simply decided that you can clearly submerge overwhelming her with voices was a 'better' solution than a single/handful of rational voices.
** Imagine
the portal gun in. Another lie from [=GLaDOS=], perhaps?
*** Or it's a new, waterproof model
scientists swapping cores in and out of [=GLaDOS=] to see what would happen. They'd stop when either they get what they want... or one of the Portal gun in cores causes [=GLaDOS=] to do something evil, preventing the second game.
*** According to the PTI, it's not water, but "Cleaning Gel"
** Remember [[SelfDemonstrating/GLaDOS who]] gave you those warnings: an [[SelfDemonstrating/GLaDOS insane AI]] who was just trying to mess with Chell's mind. After all, every ''other'' warning that you get in that sequence turned out to be false ("Do not touch the operational end of the device?" Why not, [=PotatOS=] seemed fine to me. "Do not look directly at the operational end of the device?" You can stand right in front of it as it's firing and be perfectly fine. "Most importantly, under no circumstances should you...?" Yeah, that's a pretty [[FakeStatic convenient malfunction]], don't you think?), so why not that one?
scientists from continuing their work!



[[folder:Invention of the gels]]
* You find the Repulsion Gel and Propulsion Gel inside the 50s-60s era Aperture Innovations testing spheres. Yet the Combine Overwiki places the creation of Repulsion Gel at 1998. What the hell?
** Aperture Science has a history of not publishing it's findings. Chances are, Black Mesa (or another group) independently came up with repulsion gel in '98.
** The Combine Overwiki ''is'' a wiki, you know. I could go and change the date for you if it'd make you feel better.
*** OP here, bad research on my part. 1998 is the year that the Gels were released as products to the public, not the year they were invented. My bad.
** The wiki is currently having some issues reconciling the timeline (as the stuff we find out in Portal 2 doesn't mesh with the official timeline we previously had, such as the notion that the Portal Gun was invented during Cave Johnson's time and not something he decreed they work on on his death bed decades later)

to:

[[folder:Invention of [[folder:Chell's last name]]
* Wouldn't
the gels]]
* You find
people with the Repulsion Gel and Propulsion Gel inside same last name as Chell be her adoptive parents? So, not the 50s-60s era Aperture Innovations testing spheres. Yet ones who "abandoned" her, but the Combine Overwiki places the creation of Repulsion Gel at 1998. What the hell?
ones who took her in?
** Aperture Science has Well if she was "left on Aperture's doorstep" she wouldn't have a history of not publishing last name for adopted parents.. unless it's findings. Chances are, Black Mesa (or another group) independently came up with repulsion gel in '98.
** The Combine Overwiki ''is'' a wiki, you know. I could go and change the date for you if it'd make you feel better.
"Laboratories" or "Science". [[spoiler: Or "Johnson"]].
*** OP here, bad research She wasn't left on my part. 1998 is the year that the Gels were released as products to the public, not the year they were invented. My bad.
** The wiki is currently having some issues reconciling the timeline (as the stuff we find out in Portal 2
Aperture's doorstep, she was left on "a doorstep". [=GLaDOS=] doesn't mesh mention where.
** Remember, that was before [=GLaDOS=] told Chell that she was adopted; [=GLaDOS=] was lying and Chell didn't have enough information to figure that out. Or maybe she did, but [[HeroicMime didn't say anything]] and just went along
with the test. Relatedly, ''how'' exactly does [=GLaDOS=] know that?
** The ''Lab Rat'' comic shows that Chell's last name was redacted from
the official timeline we previously had, such as the notion records, so it's possible that the Portal Gun was invented [=GLaDOS=] doesn't even know what it is. That said, Chell did show up during Cave Johnson's time Take Your Daughter to Work Day, so [=GLaDOS=] ought to know who her parents are.
** There's also a theory that [=GLaDOS=] thought Chell's actual last name was [REDACTED],
and not something he decreed that there were two other people whose names were tagged this way, so she thought they work on on his death bed decades later)shared the same last name.
** And then there's the chance that it's all just made up. Maybe she wasn't adopted at all, maybe [=GLaDOS=] ''didn't'' find two people with Chell's last name.
** We don't have any evidence at all that there was anyone with Chell's last name in cryostasis except [=GLaDOS=]'s word, and if you ever believe ''anything'' that comes out of her speaker, I have a bridge in San Francisco to sell you.



[[folder:Gravity on the moon]]
* The moon ''does'' have gravity, even though it's less than Earth's. When Neil Armstrong walked on the moon, he didn't go flying off into space, he just bounced with each step. Wheatley should be sitting on the moon's surface, not floating out in space.
** The pressure differential meant that air (and everything else) was rushing out the blue portal ''very'' quickly. If a homerun can achieve lunar escape velocity, Wheatley definitely did.
*** As of this writing, the fastest homerun ever measured was 195.9 km/h. This is less than 0.06 km/s -- far below the moon's escape velocity of 2.4 km/s. If a baseball ever attained ''that'' incredible speed in a regular stadium (i.e. one with an Earth-normal atmosphere), the shockwave alone would rupture the eardrums of everyone present, kill a lot of them, and most likely damage the structure of the stadium beyond repair. I think the sub-orbital trajectory theory given below is correct.
** The lunar escape velocity is 2.4km/s, which is unlikely to be achievable just from the speed of the air coming through the portal, especially since it is not confined to anything like a gun barrel. You might save a little speed by saying that Wheatley went into a lunar orbit instead of strictly "escaping", but not that much. Call it RuleOfFunny.
*** Maybe Wheatley is just in a high sub-orbital trajectory that will eventually impact the lunar surface.
** He might've also gained a bit of speed when [=GLaDOS=] knocked him off the mainframe with that mechanical arm.
** The air pressure on Earth is about 100kPa. That means that the force exerted over a portal (about 1 square meter) is 100kN. If Wheatley is 10kg then his acceleration is 10kms^-2. Apply that force for 1s and he's already traveling at 4 times faster than escape velocity.
*** That's pressure over the ''entire'' portal area. Wheatley is much smaller and would only experience a fraction of that pressure. And 1 second is very genereous; he was likely exposed to any significant pressure for a fraction of that time (from the moment [=GLaDOS=] knocked him off until the the effects of the air became negligible).

to:

[[folder:Gravity on [[folder:Portal gun invention date]]
* When was
the moon]]
* The
portal gun invented? Several times in the game and tie in comic, Aperture scientists express jealousy and respect towards NASA for beating them to the moon. But the old sealed off testing courses are clearly designed to be solved with portal technology, despite signs dating them to the 1950s! As seen at the end of the game, portal technology makes visiting the moon ''does'' a cakewalk, so shouldn't Aperture have gravity, even though it's less than Earth's. When Neil Armstrong walked on won the moon, he space race?
** The scientists likely had no idea that the moon was portal conductive until after they created the conversion gel which was in the 70's.
** The portal maker was invented in the 50s. The very first old-school test sphere has a sign that says 'This can't be solved without a portal device', showing one the size of a big backpack in a stylized drawing. But as mentioned several times on this page, they
didn't go flying off into space, he just bounced with each step. Wheatley should be sitting see it as an end itself, they saw it as a testing device for the 'useful' things like the buttons and gels. There was no way to get moon rocks until after NASA landed on the moon's surface, not floating moon... and no way to find out in space.
** The pressure differential meant that air (and everything else) was rushing out the blue
they were good for portals until then.
*** But why didn't they just shoot a
portal ''very'' quickly. If a homerun can achieve lunar escape velocity, Wheatley definitely did.
*** As of this writing,
at the fastest homerun ever measured was 195.9 km/h. This is less than 0.06 km/s -- far below the moon's escape velocity of 2.4 km/s. If a baseball ever attained ''that'' incredible speed in a regular stadium (i.e. one with an Earth-normal atmosphere), the shockwave alone moon even just for kicks or to see what would rupture happen?
*** They owned a technology that could revolutionize
the eardrums world, and for 50 years they used it to test useless dietary aids by having people jump onto them from great heights. They were handing these trillion dollar devices out to bums for god's sake! The sheer stupidity of it boggles the mind. Also, considering how crazy everyone present, kill a lot of them, and most likely damage the structure of the stadium beyond repair. I think the sub-orbital trajectory theory given below is correct.
** The lunar escape velocity is 2.4km/s, which is unlikely to be achievable
at Aperture Science is, I'm kinda surprised no one ever tried just from randomly firing the speed of gun at the air coming through the portal, especially since moon.
*** Or maybe they did try, but
it is not confined to anything like a gun barrel. You might save a little speed by saying went horribly wrong and that Wheatley went into a lunar orbit instead of strictly "escaping", but not that much. Call it RuleOfFunny.
*** Maybe Wheatley is just in a high sub-orbital trajectory that will eventually impact
was behind the lunar surface.
** He might've also gained a bit of speed when [=GLaDOS=] knocked him off the mainframe with that mechanical arm.
** The air pressure on Earth is about 100kPa. That means that the force exerted over a portal (about 1 square meter) is 100kN. If Wheatley is 10kg then his acceleration is 10kms^-2. Apply that force for 1s and he's already traveling at 4 times faster than escape velocity.
*** That's pressure over the ''entire'' portal area. Wheatley is much smaller and would only experience a fraction of that pressure. And 1 second is very genereous; he was likely exposed to any significant pressure for a fraction of that time (from the moment [=GLaDOS=] knocked him off until the the effects of the air became negligible).
"missing astronauts" thing.



[[folder:What is [=GLaDOS=]?]]
* What exactly IS [=GLaDOS=] at this point? A Genetic Lifeform and Disk Operating System? Okay. The new boss of Aperture Science due to the last request of Cave Johnson? The acronym's vague enough to make those two compatible. But how can she also be a fuel-system de-icer gone horribly wrong? It seems contradictory.
** Genetic Lifeform and Disk Operating System and de-icer were ''supposed'' to be - well, not contradictory, but they made unnecessary work out of de-icing. In terms of Caroline, it's possible they killed two birds with one stone: "Well, we need a system to support Caroline's brain and we have this big life system here. Let's put it in."
** From how I understood it, based on the slideshow easter egg from Portal 1: In the 80's Black Mesa was, as always, getting tons more government funding than Aperture. Aperture was desparately trying to impress the government by how better they were than Black Mesa, and somehow got wind of the fact that they were building a fuel line de-icing system. They wanted to one-up Black Mesa, so they integrated their fuel line de-icing system with the newly created [=GLaDOS=]/Computer Caroline, while somehow keeping the cost below that of Black Mesa's system. [=GLaDOS=] is still officially a fuel line de-icer, but is really a DOS hooked up to the mind of Caroline.
*** [=GLaDOS=] and Caroline are almost nothing alike, personality-wise - [=GLaDOS=] is basically a high-tech passive-aggressive AI with the VirtualGhost of Caroline in her brain. She even states so herself at the end: "Caroline lives in my brain".
* The idea of [=GLaDOS=] being a needlessly overcomplex de-icer makes a degree of sense given Aperture's two favorite ways of doing things: A) taking a simple problem and making a needlessly complex solution (developing a quantum tunneling device as a possible shower curtain system) and B) taking extremely advanced technology and putting it to bizarrely trivial purposes (developing a gel with lossless kinetics and trying to use it to bounce food out of dieter's stomachs). If it's option A, they felt a de-icing system was the perfect place to put a complex super-AI. If B, they had a complex super-AI and said "You know what this would do really well? Run the de-icer."

to:

[[folder:What is [=GLaDOS=]?]]
[[folder:Portals break thermodynamics]]
* What How in the hell does this get around the First Law of Thermodynamics? Place two portals, one exactly IS [=GLaDOS=] at above the other, and drop something in it. Watch as it essentially turns into a free energy device. Where on earth is all that energy coming from?
** Creating portals changes the [[http://en.wikipedia.org/wiki/Topology topology]] of space around the them. You could come up with a physics-y handwave-y solution involving [[http://en.wikipedia.org/wiki/Noethers_theorem Noether's theorem]] (which says that [[http://en.wikipedia.org/wiki/Conservation_law conservation laws]], such as the conservation of energy, are caused by symmetry, and breaking
this point? A Genetic Lifeform and Disk Operating System? Okay. The new boss symmetry destroys your conservation law) if you were so inclined.
** It's not really free energy, merely a very efficient method
of Aperture Science due using gravity to transfer kinetic energy from the planet to the last request of Cave Johnson? The acronym's vague falling object. If you placed two portals inside an airless tube, and set an object in an "infinite" fall, the object would accelerate indefinitely, and eventually reach relativistic speeds requiring enough force to make those two compatible. But how can she also be a fuel-system de-icer gone horribly wrong? It seems contradictory.
** Genetic Lifeform and Disk Operating System and de-icer were ''supposed'' to be - well, not contradictory, but they made unnecessary work
accelerate further that the earth would start pulling itself out of de-icing. In terms of Caroline, it's its orbit with its own gravity via the "falling" object. This would only be possible they killed two birds with one stone: "Well, we need a system to support Caroline's brain and we have this big life system here. Let's put it in."
** From how I understood it, based on
if the slideshow easter egg from Portal 1: In the 80's Black Mesa was, as always, getting tons more government funding than Aperture. Aperture airless tube was desparately trying to impress the government by how better they were than Black Mesa, and somehow got wind of the fact that they were building a fuel line de-icing system. They wanted to one-up Black Mesa, so they integrated their fuel line de-icing system with the newly created [=GLaDOS=]/Computer Caroline, while somehow keeping the cost below that of Black Mesa's system. [=GLaDOS=] is still officially a fuel line de-icer, but is really a DOS hooked up to the mind of Caroline.
*** [=GLaDOS=] and Caroline are almost nothing alike, personality-wise - [=GLaDOS=] is basically a high-tech passive-aggressive AI with the VirtualGhost of Caroline in her brain. She even states so herself
constructed exactly at the end: "Caroline lives geographic north or south pole, however, or the earth's rotation would make falling at relativistic speeds impossible. Factor in my brain".
*
air resistance and all the kinetic energy is dissipated in a closed loop that doesn't affect the earth's trajectory through space... I think... Someone should do that math on that.
**
The idea of [=GLaDOS=] being a needlessly overcomplex de-icer makes a degree of sense given Aperture's two favorite ways of doing things: A) taking a simple problem and making is moving upwards in a needlessly complex solution (developing gravitational field, you are gaining gravitational potential energy. This happens from moving from a quantum tunneling device as low-placed portal to a high-placed one. It is unavoidable. Of course, we are assuming it does take zero energy to move from a low-placed portal to a high-placed one. Maybe the portal gun has a built in store of energy for this purpose.
** You're failing to consider the energy required to keep the portals open. It's quite
possible shower curtain system) and B) taking extremely advanced technology and putting it that any time an object passes through a portal, there's an increase or decrease in the energy draw that precisely offsets the gain or loss in potential energy caused by the displacement.
** Perhaps as the objects continue
to bizarrely trivial purposes (developing a gel with lossless kinetics and trying to use it to bounce food out of dieter's stomachs). If it's option A, fall they felt a de-icing system was lose mass so that overall their energy remains constant. (If you take an object from "infinity" to the perfect place edge of a black hole you extract mc^2 of energy from the system. Effectively the object loses its mass to put the gravitational field. It's a complex super-AI. If B, they had lot more subtle than that, but then gravity has always been a complex super-AI subtle beast.)
** The portals could establish some kind of hydrostatic equilibrium so that heavy things go down, light things go up,
and said "You know what this it all balances out nicely. This would do really well? Run appear to be violated at the de-icer." end, until you consider the differential gravity.




[[folder:Poisonous Conversion Gel]]
* Cave Johnson says that ground up moon rocks are "pure poison." Chell comes into contact with, and can even bathe herself in, Conversion Gel multiple times throughout the game, and yet she's completely fine? How does this work?
** It is possible that Cave Johnson was simply allergic to moon rocks. Goodness knows that his grasp of science isn't exactly error-free...
*** Or that Chell really does only have her "short sad life back". Then again Aperture have had 50 years of research and you bet finding a cure was one of Cave's top priories, maybe they made it safe by the time we find it.
** Maybe the poisoning happens when moon dust is inhaled. With the gel, there's no dust to poison you.
** Johnson did mention something about suspecting that jumping through portals laid on conversion gel might reverse the effect. Unlikely as it may be, perhaps he was right.
** Poison =/= Acid. The first two gels were attempts at creating a dietary product. Chances are the moon-gel was a third attempt that Cave tried on himself.
** Also notice how Chell can be covered in the blue gel and not have her skeleton disintegrated, despite Cave's warnings.
*** This is the same man who thought going through a portal would somehow ''suck the poison out''. I think it's safe to say he was just as unreliable a narrator as anyone else and possibly so nutty by that point that he wouldn't know the moon from a vat of mercury.
*** He didn't say the Repulsion Gel would ''disintegrate'' your skeleton, it said that it ''doesn't like'' the skeleton. This could mean any number of things.
*** [[FridgeHorror Also, maybe it ''would'' "suck the poison out" if these are the same portals that could strip you of your skin.]] [[BodyHorror The poison would drain out with all your bodily fluids.]]
*** Maybe they did work out the ingredient that doesn't like the human skeleton and fixed it? They didn't update the recording because that test area was condemned, but the tubes all run from the same reservoir which got updated gel.
** The poison thing has a basis in real life: Inhaling lunar dust has effects similar to inhaling asbestos. However, it's only hazardous as a dust, not as a liquid.
** Or maybe the effects are not immediate, just like many real-life poisons.
** Cave says that "ground up moon rocks" are poisonous. He doesn't say "conversion gel" is poisonous. Maybe they put something into the gel that negates the poisonous effects?
** Moon dust (which would result from grinding up moon stones) have very nasty nanostructure in that they basically destroy any cells they come in contact with in your lungs and due to their size, your body has no way of getting them out of there (because dust particles are much smaller than dust your lungs usually have to deal with). It's more or less the same as asbestos, which incidentally is perfectly safe as long as you are not making dust out of it. From what I gather, moon dust is a lot more dangerous than asbestos dust though. The dust, because of the size and high toxicity, could also go through several safeguards and enter your lungs. Symptoms Cave exhibits (coughing mainly) are consistent with the sort of lung failure that would follow moon rock poisoning. In gel form, I don't see any reason as to why it would still be dangerous (it could be, a likely symptom it would be causing, if there were any, would be severe rash and potential eye damage if you get that stuff in your eyes, but that's speculation). I'm much more concerned about that gel that "we haven't quite managed to figure out what element it is, but it's a lively one, and does not like the human skeleton". It could be that it needs to be digested for it to be able to react with your bone structure, but still, yikes.
* Also, Chell was only exposed to Conversion Gel for a few hours, while Cave worked with it for years.
[[/folder]]

[[folder:[=GLaDOS=]'s new body in her old location]]
* If the chamber where [=GLaDOS=] re-activates is the same chamber that you killed her in, why does she have her new body instead of the old one?
** Because last time the entire thing was blown outside the complex. Presumably the bots put her back together but couldn't boot her up.
** It's just a style retcon, like Chell having boots instead of implants.
*** The boots aren't a retcon, actually. The comic shows that her knee implants were destroyed after she killed [=GLaDOS=]. The boots are their replacement.
** Maybe Jerry and the other nanobots in the work crew tries to help fix her up?
[[/folder]]

[[folder:Chell's age]]
* If Chell was a kid at the time of the Bring-Your-Daughter-To-Work Day Massacre on May 16th, then she was in the relaxation pod for about twenty years before being woken up at the start of Portal 1. That means that she was still growing up into womanhood despite being in stasis. If that is the case, then why does she not age over the span of time she spent trapped in the Relaxation Chamber in Portal 2?
** There is nothing in the comic that imply that Chell could be one of the kids from the bring-your-daugther-to-work Day, so maybe the "Chell" name on the potato experiment is just a red herring.
** The Lab Rat comic specifically states that she'll be in cryo-sleep. Try aging when you're a HumanPopsicle.
** Or maybe the Bring Your Daughter to Work Day happened quite a long ago, and that particular level was abandoned completely because of what happened there.
** It's also very possible that she was sleeping for hundreds of years before the first but only 30 years preceding the second. She didn't stop aging, just aged veerrrryy slowy. So let's say 100 years in cryo-sleep=10 years of aging. She was about 10 on BYDtW Day, then aged 10-15 years over the course of 100-150 years of cryo-sleep. She then aged only 3 years before Portal 2.
*** I feel I should mention that you don't age at all during Cryo-sleep. For you to visibly age in any semi-realistic cryo-sleep, you'd have to stay asleep for hundreds of thousands of years, probably millions of years(cryosleep generally uses temperatures below -170C, which means chemical reactions, including anything aging-related, happen roughly one millionth the rate they happen at room temperature). If you age, at all, it's not cryosleep but suspended animation, which is about considerably slowing your bodily functions without terminating them. If you're in suspended animation, you could age 20 years biologically in 100 years of stasis, or something like that. It's nitpicking, but correct terminology makes everyones speculating that much more enjoyable experience.
** Well, growing into maturity and aging into oldness are not the same processes. It's possible that Aperture's method of stasis stop the latter but not the former.
** Alternatively, the cryogenic technology used between Portal and Portal 2 is an improved version of the technology used between BYDTWD and Portal.
** Alternatively 2, Relaxation Vaults and Relaxation Centres are different. Maybe one is short term sleep (keeping the subject alive and asleep but not in statis) and the other is cryogenic suspension?
** Alternatively 3, some unstated amount of non-stasis time passed between BYDTWD and the events of Portal 1. Either [=GLaDOS=] had her out of stasis for other forms of testing beforehand, or she was not captured right away during BYDTWD.
** She was clearly interviewed in the Rattman comic as an adult by Apeture Science staff members before [=GLaDOS=] wiped everyone out with neurotoxin. Either (a) she grew up to adulthood before everything went pear-shaped, or (b) someone continued to do interviews after the facility was locked down and the Rattman is somehow aware of the contents of these interviews despite being on the run from [=GLaDOS=] at the time.
** It's also possible that, despite the timeline we were initially given (which runs into several problems when you compare it with the information given in Portal 2 and Lab Rat), the first Bring Your Daughter to Work day was ''not'' the one where [=GLaDOS=] killed everyone. Perhaps they'd been having them for years, and the one where Chell made the potato battery happened years before the one where [=GLaDOS=] took over. She could have gone to the latter as an adult (no one said the daughters had to be children). No aging-in-stasis required.
*** The Bring Your Daughter to Work Day banner over the potatoes in Portal 2 is printed on 80s era paper, the kind with perforated edges and holes, which could point towards it being a recurring event.
** This is getting slightly WMG-ish, but it's possible that she's actually been doing tests for years before Portal. No reason why [=GLaDOS=] couldn't reuse the same test subject over and over again, especially one so skilled at solving puzzles. In Portal, after testing the ASHPD, she finally decided to kill her (for a number of possible reasons; maybe protocol required to kill test subjects after using the ASHPD in order to keep company secrets, or she was getting worried about her rebelling). Hence why she's aged; she's been in and out of stasis for the past couple of decades.
** Another possibility is that [=GLaDOS=] somehow artificially aged the younger test subjects. Aperture could turn blood into gasoline and peanut water, after all, so it isn't too far-fetched.
** [=GLaDOS=] didn't kill everyone when she took control and attacked all the humans. By the time of Portal, Chell was just one of the few humans left, but it's possible she and the other survivors were kept alive for a good 15-20 years. Lab Rat has Chell's file show that she refused to answer any interview questions, so it's possible those were conducted by robots, which Chell never talks to in either game. Without [=GLaDOS=] giving orders, Chell was later placed in a Relaxation Chamber for cryogenic stasis instead of one of the small test chamber rooms she woke up in at the beginning of the first game, which is where the other survivors besides Rattmann presumably starved to death or broke out and escaped long before Portal 2.
[[/folder]]

[[folder:Position of the final room]]
* Here's something that's bugged me for a bit: In the final battle, you shoot through the roof of the facility at the night sky, right? Then in that EXACT SAME ROOM just a bit later, it's required to ride in an elevator up an unusually long shaft in order to reach the surface because the whole facility is underground. Non-Euclidean ceilings, perhaps? Either way, it bugs me.
** The entire facility is reconfigurable. One moment, Wheatley has it at the surface. [=GLaDOS=] put it back when she had control again.
[[/folder]]

[[folder:No periods?]]
* Does Chell ever get her period? Did she get it while in stasis? How would she handle it while testing? Would she be provided with the proper... sanitation?
** Maybe she has an Aperture Science Blood Absorption Cup. But this is probably just like many other things an AcceptableBreakFromReality.
** This is just NoPeriodsPeriod. Nuthin' to see here.
** *Facepalm* In both games, Chell was out of stasis for a few hours, tops. Even if she did have to worry about that at the moment, which would be far-fetched to begin with, she was preoccupied with other matters -- such as, you know, ''getting out of this deathtrap of a facility, fast''. Besides, this is Aperture Science we're talking about. Chell has long fall boots -- it's possible that test subjects are also equipped with special clothing to avoid distractions like periods and toilet breaks. And stasis is stasis. Bodily functions are suspended.
[[/folder]]

[[folder:Moving portals]]
* Just a small detail I noticed: Portals are supposed to disappear if the surface they are on moves, right? Then how was that whole 'chop off the tubes leading to the neurotoxin generator with a laser through a portal on a moving platform' thing possible?
** Easy, the moving platforms were designed with the idea of portals being placed on them, just like mostly everything else.
** The only times we see them disappear on moving platforms are when they're moving along an axis that is not parallel to the portal. If you noticed, the platforms in the neurotoxin room were moving on the same axis as the portals. That's probably why they stayed.
*** Not true. After the part where he kills you, Wheatley moves a large test chamber to cut off your catwalk. The base is portal accepting surface that moves on same axis relative to the portal as at the neurotoxin generators and yet will not accept portals until it stops.
*** Not really. The portal is oriented vertically but the surface is moving horizontally. In the neurotoxin examples, the surface is moving in the same direction as the portal orientation.
*** The panels are reconfigurable, right? Probably, the facility has a mechanism to fizzle portals on moving objects to avoid people throwing one portal into another. When the panels are being assembled, the mechanism isn't necessary, thus, it doesn't happen.
*** My theory was that you can't place portals on surfaces with a surface with any velocity changes (speeding up or slowing down), unstable movement, or rotation on any axis. A surface in motion at a constant speed (like the Moon, or a sliding wall) would accept a portal.
*** Or the Earth, for that matter. The Earth itself is an entire moving surface, so I think it can for the most part be [[HandWave Hand Waved]].
[[/folder]]

[[folder:No one got the gun before Chell?]]
* Wheatley says near the end of the game that Chell was the fifth person he woke up to get the portal gun and the rest died trying to get it. Looking back at the beginning of the game, getting the portal gun was really really easy even for those not familiar with portals (and there wasn't anything really dangerous involved) so why did all those others fail to get the gun?
** Well, Wheatley probably screwed up, and they were probably suffering from extreme brain damage.
** This is just a guess, but it would be in-character. The first try, Wheatley forgot about g-forces and moved the chamber too fast, killing the inhabitant. The second time, he tried to "manually override" a spiked plate. The third time he finally managed to break through the walls, only for it to be the wrong spot, resulting in the test subject falling in an incinerator. The fourth time, he simply put the subject in the nearest place where it was safe to stand, resulting in death by dehydration before ever getting close to the portal gun.
** Or maybe they didn't have long fall boots.
** The only reason it was so easy was because he dropped you off at the right spot -- but he had to break through a wall to get there. This means that the others had to have been dropped off somewhere else in the facility -- likely somewhere more dangerous.
** Also, there is probably more than one portal gun in the facility. Wheatley probably took the other four people to other locations that were more dangerous.
** It may just be me personally, but I believe that Wheatley was lying about awakening other test subjects before Chell. There are several reasons. Four-part plan, maybe?
*** One: The things Wheatley says at the beginning of the game. Not only does he tell Chell that most of the people he was supposed to be taking care of in the chambers have died of neglect, if she hangs around long enough before opening the door to him at the very start of Chapter One he tells her that she's actually [[https://www.youtube.com/watch?v=bENzj_yh0IE the only test subject left.]] This can be tracked down to Rattmann in the Lab Rat comic, rebooting her chamber whilst the rest of the grid remained offline which systematically killed the remaining subjects. Of course, we know that there are actually a few more subjects alive somewhere in Aperture due to the ending of the Co-Op Gameplay, but it's entirely possible that Wheatley was simply given control over a certain grid of subjects and either had no knowledge of the others sleeping elsewhere or had no hands to impersonate a human and access them. As far as he knows, Chell really is the last test subject alive, miraculously.
*** Two: Wheatley's state of corruption when he tells Chell she wasn't the first subject. Somewhere past the halfway point in the game, [=GLaDOS=] says that being plugged into the mainframe with other cores is maddening, like hearing several voices constantly chattering in your head at once. Wheatley's already pretty far gone by the time Chell arrives for the final confrontation anyway, but it's when he is slowly fused with the corrupt cores that he really loses it and begins to spout all other kinds of lies and paranoia as part of his villainous breakdown. By that point, he's declaring that Chell and [=GLaDOS=] had a plan against him from that start, that the reactor core doesn't actually exist and neither do the papier-mache-and-SFX fires apparently raging throughout the facility. He accuses Chell of deliberately not catching him at the start of the game, of tricking him into assuming power and maliciously fooling him into showing her where to find a portal gun. He also declares that he loathes Chell quite explicitly if you give him the chance -- and that she's fat, obviously. Really, telling her that she was an easily replaceable pawn in his master plan to take over from [=GLaDOS=] is essentially just another emotional blow he tries to hit her with to stop her jumping around and dodging his bombs.
*** Three: The reason that particular piece of audio exists in the game at all. According to the developer commentary, there was actually supposed to be some part of the gameplay at the beginning that hinted there were others before Chell, awakened and used by Wheatley before subsequently getting killed horrifically. As it is, it was dummied out. The audio of Wheatley mentioning this still remains in the boss battle but now actually there's nothing to back it up, therefore no particular reason not to believe that Wheatley is simply raving like the insane, moronic little manchildbot he is by that point.
*** Four: The unspecified amount of time passed since Chell was put to sleep. Some say thirty years, some say three hundred -- whatever your own figures are, it's an awfully long time to be trapped and unconscious in a preservation chamber ''that's offline''. Chell was personally saved by Rattmann, as we know; who saved the others? Wheatley claims he didn't know anything about the chambers being offline at all, which can be chalked down to his simple-mindedness easily enough. It stands to reason that he probably wouldn't even check ''until'' he thought he might be in danger from the deterioration of the facility and therefore needed someone to help him escape. In the meantime, uncounted numbers of people were lying in empty rooms with no food, water or any way to wake up. Just a quick note: the human body rarely manages to sustain itself beyond three days once it is deprived of water, let alone thirty years.
*** Part Five: [[spoiler:'''BOOBY TRAP THE STALEMATE BUTTON!''']]
*** I thought it was [[spoiler:'''THE PART WHERE HE KILLS YOU''']].
[[/folder]]

[[folder:Reason behind the Anger Sphere]]
* The personality cores were made to keep [=GLaDOS=] under control and stop her from killing everyone, right? Then why did they give her an anger sphere?
** Perhaps they thought she'd become ''so'' cross, she'd make a mistake.
** These are the people who gave the turrets both an Empathy chip and an Empathy suppressant, and simulated pain response. They just put these things in.
*** Yeah, this troper feels likewise. I mean, after the most logical installments fail to stop her (namely the ''Empathy'' chip and ''Morality'' core) where do you go from there? I get the impression that they quickly began to ran out of options and the stranger additions to her circuitry were probably added on a hope and a prayer that they'd succeed.
** That's actually her Emotional Core, not her Anger Core. She's just really pissed off.
*** It's described the first game's credits as "The Anger Sphere" though,
** Also, remember how she experiences the other cores - constantly babbling voices in her head. At some point, they may have simply decided that overwhelming her with voices was a 'better' solution than a single/handful of rational voices.
** Imagine the scientists swapping cores in and out of [=GLaDOS=] to see what would happen. They'd stop when either they get what they want... or one of the cores causes [=GLaDOS=] to do something evil, preventing the scientists from continuing their work!
[[/folder]]

[[folder:Wheatley's stupidity in the second half]]
* Maybe it's just this troper, but I couldn't stand the way they played up Wheatley's stupidity in the second half of the game. Up until he took over for [=GLaDOS=] he seemed to have things together. Maybe he was a bit goofy, sure, maybe he did accidentally awaken a murderous supercomputer. Other than that, his logic and reasoning in the first half of the game is pretty top-notch. Then when he's plugged into [=GLaDOS=] he suddenly becomes as dense as a bag of rocks. Felt more like CharacterDerailment than any actual progression of the character, to me.
** What about "I'm speaking in an accent that's beyond her range of hearing?"
** Or trying to hack the Neurotoxin computer? There's more idiocy in that one set of lines then the entire rest of the game combined.
** Or the classic hacking attempt: "A... A... A... A... Umm... A. *BUZZER NOISE* Nope. Okay. A... A... A... A... A... C. *BUZZER NOISE* No. Wait, did I do B? Do you have a pen? Start writing these down."
*** It's a reasonable approach, he just took way too long.
** "I'm pretty sure this is a docking station" (sign says "Docking station 500m below"). Or "I'll try manual override on this wall!" (...whamwhamWHAM!!!). Or trying to "hack" a door without noticing that it's already open...
** Arguably, Wheatley unthawing Chell was a stupid idea - doing so allowed the events of the game to happen, and the biggest result, aside from Chell's freedom, is [=GLaDOS=]'s reactivation. Which... is pretty high on the list of "stupid things to do".
** And let's not forget the array of abilities he's been given, but he doesn't dare use them as he was told he would die if he ever tried using them. ''And he believed it.''
*** If someone told you that you would die if you did something, would you test it unless you absolutely had to?
** Wheatley seems more stupid in the second part because he can ''do'' more. When he was still just a sphere, he could barely do anything. And then there's his beginning to hack the neurotoxin generator: "That's a computer. That's a monitor, that could come in handy..."
*** He's a computer himself; he probably doesn't need a monitor to hack.
** Not to mention that his whole escape plan assumes that an ''industrial facility'' would have an escape pod, that [[NoOSHACompliance Aperture Science]] in particular would have an escape pod, and that the switch to activate said escape pod would be in the Main Breaker Room (instead of, you know, '''inside the escape pod''').
[[/folder]]

[[folder:Chell's last name]]
* Wouldn't the people with the same last name as Chell be her adoptive parents? So, not the ones who "abandoned" her, but the ones who took her in?
** Well if she was "left on Aperture's doorstep" she wouldn't have a last name for adopted parents.. unless it's "Laboratories" or "Science". [[spoiler: Or "Johnson"]].
*** She wasn't left on Aperture's doorstep, she was left on "a doorstep". [=GLaDOS=] doesn't mention where.
** Remember, that was before [=GLaDOS=] told Chell that she was adopted; [=GLaDOS=] was lying and Chell didn't have enough information to figure that out. Or maybe she did, but [[HeroicMime didn't say anything]] and just went along with the test. Relatedly, ''how'' exactly does [=GLaDOS=] know that?
** The ''Lab Rat'' comic shows that Chell's last name was redacted from the official records, so it's possible that [=GLaDOS=] doesn't even know what it is. That said, Chell did show up during Take Your Daughter to Work Day, so [=GLaDOS=] ought to know who her parents are.
** There's also a theory that [=GLaDOS=] thought Chell's actual last name was [REDACTED], and that there were two other people whose names were tagged this way, so she thought they shared the same last name.
** And then there's the chance that it's all just made up. Maybe she wasn't adopted at all, maybe [=GLaDOS=] ''didn't'' find two people with Chell's last name.
** We don't have any evidence at all that there was anyone with Chell's last name in cryostasis except [=GLaDOS=]'s word, and if you ever believe ''anything'' that comes out of her speaker, I have a bridge in San Francisco to sell you.
[[/folder]]

[[folder:Defective turrets]]
* How did the defective turrets all come out the same way? If they're based off the real turrets, how'd they lose the cute little voice and personality?
** That facility is pretty damn old. Sure, you have test chambers that can be rebuilt and machines that build turrets, but I doubt that you have specific factories that manufacture the machines for building turrets and as future-proof as this facility is, something will break beyond repair at some point. Chances are that at least a third of the manufacturing stations is just screwed beyond repair, making the same faulty model.
** Out of universe, it would have probably taken too much time to make thousands of different kinds of defects (missing leg, missing guns, faulty guns, faulty eye...) and it would have been rather hard to differentiate them from good turrets if only little things were different. Thus they made the defective turrets very obvious and all the same.
** They're not all the same. Some have most of their casing still on, some are skeletons, some are still in their boxes and some are assembled partially sideways.
*** But you're missing the point — they're all missing the cute voice and they all are more self-aware than the normal turrets. How'd they end up like that?
*** The regular turrets are actually quite self-aware, they just don't display it often because they're doing their job properly.
** My theory on this is that they're designed to have a different voice when something is wrong with them, so as to quickly show their defectiveness to anyone that comes near them. Kind of like the red ring of death on an Xbox.
[[/folder]]

[[folder:Caroline's fate]]
* Why is the fandom so desperate to keep Caroline alive? Caroline obviously didn't want to be stuffed in an AI and being preserved really feels like a FateWorseThanDeath. Isn't it better to let her at last have her rest, and to not completely ruin the point of the BrokenAesop by giving [=GLaDOS=] her newfound morality?
** People get attached to characters; HesJustHiding is hardly a new phenomenon. We're clearly expected to believe that Cave Johnson is dead yet there's tons of WMG that his personality is still around somewhere in the mainframe or one of the spheres.
** The game also throws out a few hints that Caroline's not completely gone, most notably in the ending song where it's explicitly stated that "Caroline is in here too" and that [=GLaDOS=] still feels guilty about her treatment of Chell. Whether one accepts the song as canon or not, it's not hard to see where people are getting the idea that the BrokenAesop was meant to be subverted.
** My view of the nature of Caroline makes "[=GLaDOS=] deletes Caroline" an impossible scenario and thus necessitates that she is lying. Specifically, my view is not that Caroline is a ''part'' of [=GLaDOS=]. She ''is'' [=GLaDOS=]. She's just trying to get rid of Chell at that point. She may have ''metaphorically'' deleted Caroline - ie, intentionally going into denial about her old identity and repressing her empathetic character traits.
*** I don't think [=GLaDOS=] is Caroline - when you think about it, they're really nothing alike save for their voice, liking of Cave, and love of doing science. Caroline lives in [=GLaDOS=]'s brain, as [=GLaDOS=] herself stated, and mentions her as separate in Want You Gone. She just got to walk a mile in Caroline's shoes (so to speak) down in Old Aperture. Plus, as a quote from Ellen [=McLain=] herself: "I think [=GLaDOS=] likes Caroline".
[[/folder]]

[[folder:Neurotoxin]]
* It's kind of a big thing when you shut down [=GLaDOS=]'s neurotoxin production. And it's not like you just flip a switch, you cut the neurotoxin tubes and implode the entire producing unit (or whatever that big thing is). So... where does Wheatley get it later?
** There's enough time between then and now for him to have restored it. Wheatley does mention that [=GLaDOS=] can fix it given time. He had that time.
*** But he's also Wheatley.
*** So? He may be stupid, but he's not a drooling brain-damaged imbecile. He intentionally chose to fight Chell in a way similar to her original fight with [=GLaDOS=], which included the neurotoxin. Of course he'd fix it.
*** I'm in favor of this theory, but it does raise another question: If he fixed the neurotoxin generator, why didn't he also fix the turret line?
*** Because he's Wheatley.
*** Maybe designing/creating/'training' the frankenturrets distracted him-- it could be that he was using turrets rescued from the redemption line to build them, and just didn't question the fact that they were perfectly functional (which would have been the ideal for the experiments, anyway).
*** He did fix the turrets, but he forgot to throw out the old ones. He brings out some functional turrets later on. Also, [[OverlyLongGag because he's Wheatley]].
*** Thank you! Someone who also questions the neurotoxin usage!
** The Neurotoxin generator doesn't seem to be much of a generator. Cutting the pipes has gas pumping out the pipes, showing that they were flowing into the generator, and also the thing implodes showing that there's a lot of suction inside the generator. Either 1) The generator only combines ingredients (Suggested by a headscratcher below), meaning that Wheatley only had to rebuild one component of neurotoxin assembly. Or 2) only Wheatley calls the thing a 'generator,' (I may have missed a sign, but there didn't seem to be any signage saying it's a generator) and it's actually a central pump, so neurotoxin generation only required rerouting.
[[/folder]]

[[folder:Falling for a long time]]
* When you fall down that shaft for a kilometer or so in Chapter 6, you end up crashing through a few planks of wood before (presumably) passing out and hitting the ground. You wake up lying on your back. Now, if long fall boots work the way I think they do, then either Chell managed to land on her legs and stay like that in her sleep, or she has a very, very strong back... any explanation?
** She could have absorbed the shock from the boards and then fell the short way to the ground positioned in a way that the boots absorbed a lot of impact, but there was still enough to knock her unconscious.
*** I get the idea that Long Fall Boots work whether you're conscious or not.
*** Indeed, in the pre-release Boots trailer, Cave mentions that the user is actually incapable of not landing on their feet, even if they try.
** Maybe she got knocked out by the boards hitting her in the head, landed on her feet anyways, but then simply tipped over backwards.
** People in media survive absurdly long falls all the time. No need to invent crazy justifications.
* While we're on it, how did [=GLaDOS=] survive that fall? Even if the Long Fall Boots broke Chell's fall, [=GLaDOS=] is just a potato. She ought to have been mashed potato nanochips.
** Maybe the bird caught her?
[[/folder]]

[[folder:Pressure]]
* Maybe I'm getting all of this Moon thing wrong but...the pressure difference between the chamber and the actual moon is enormous. Even if air could have let Chell breathe, as hard to believe as it is, the pressure loss would have still caused her blood and bones permanent damage, right? Alternatively, how can you explain she could both breathe and hold onto an object when she was in outer space.
** I don't think it's that hard to believe that she could hold her breath before being sucked out. Plus, I think this is just sort of Handwaved away - she's survived much worse (Repulsion gels, being flung about, sucked through Portals, plus the psychological impact that [=GLaDOS=] has had on her), I don't think it's too crazy to imagine that she could have the willpower to last in space for a few seconds.
** In the comic, Chell's file says that she is tenacious to a fault. Perhaps she really is such an impossible badass that the vacuum of space does nothing to her. Also, [=GLaDOS=]'s "adrenal gas" couldn't have hurt things.
** It takes around thirty seconds for exposure to vacuum to cause permanent damage, assuming you don't hold your breath, and Chell wasn't out for that long. Besides, [=GLaDOS=] could have provided medical attention while she was unconscious.
** Chell is never exposed to the vacuum of space. With all the air rushing past her it's more like she's in a wind tunnel. She can hold her breath while that happens.
** Actually, if Chell were to optimize her chances of getting back from that experience alive and without injuries, she'd have to make sure she did NOT hold her breath when sucked into the moon-side of portal. Human body handles the decompression part pretty well aside from lungs. If you hold your breath, pressure in our lungs and lack of pressure outside your chest could easily cause your lungs to rupture, which is extremely un-healthy. Not getting any air is among the least of the concerns you have. If you stay in space without protective suit, by the time suffocation and the related brain damage kicks in, you've been long dead. Time scales for when suffocation causes serious problems are close to 3 minute mark, whereas bodily fluids boiling do cause trouble maybe 10 seconds in a complete vacuum. Loss of consciousness usually follows pretty fast, around maybe 10 seconds in pure vacuum, due to oxygen boiling from your tissues into the space. After losing consciousness, your body starts swelling, and paralysis kicks in, and much more severe damage occurs until you die. Given that Chell retained consciousness during the entire time on the moon, and only lost consciousness after getting back, the slight pressure she got from air that vented out of Earth protected her some. You might expect some damage from ebullism, that is, bubbles forming in bodily fluids, with a small but real chance of death due to random complications, but then again, you got the impression Chell had received medical care from [=GLaDOS=]. The best I can tell, the science behind that scene is airtight.
[[/folder]]

[[folder:[=GLaDOS=]' redesign]]
* Why does [=GLaDOS=]' head look different between games? See [[http://images4.wikia.nocookie.net/__cb20100309135941/half-life/en/images/1/1a/[=GLaDOS=]_rocket_almost.jpg here]] and [[http://images2.wikia.nocookie.net/__cb20110421152406/half-life/en/images/d/de/P2_[=GLaDOS=].jpg here]]. I mean, I like the new one better and everything, it just seems strange to give a major character an inexplicable change in appearance between games when she's been lying there undisturbed for the entire time between games.
** In the Lab Rat comic Doug clearly says that even though the queen is down, the hive is still kicking. It's not out of the question that they moved her pieces back inside and updated her head for some reason.
*** Well, yeah, but still, they'd replace her head but leave her turned off? I'd be willing to accept a visual retcon like they did with the various cubes, doors, elevators, etc., but still, it seems strange.
*** ^ it ''is'' a visual retcon, just like why Chell suddenly looks 20 years younger and wears make up.
*** It isn't a visual retcon, in the comic you see [=GLaDOS=] before she killed all the scientists, and she looks the same as she does in Portal 1. I think the reason they changed her head is that, quite simply, the old one was destroyed. You can see it smoldering in front of you at the end of Portal 1. Presumably she was backed-up somewhere in the facility and some cores rebuilt a body and loaded her into it, for whatever reason.
*** You can also see [=GLaDOS=] with her original head in Rattman's artwork next to where you find the portal gun. It's even possible that the new head is just the old one with the covering around the eye removed (although retconned to white).
*** But her original head is still rounder-looking and smaller, even if you mentally remove the covering.
*** Maybe we're trying to come up with a reason for something that Valve never created a reason for.
** I always thought that maybe her head was extremely damaged and maybe the nanobot work crew rebuilt it to the new design but weren't able to power her back up.
** There's always the possibility that there are several [=GLaDOS=] interfaces/bodies and the memory is stored in the entire facility. Maybe Wheatley and Chell activated a backup [=GLaDOS=] which retrieved the memories from the old one. It may have been a new prototype, in a similar dock, that was impacted by the explosion of the original [=GLaDOS=] but not as destroyed.
*** Somewhat confirmed in the Peer Review DLC; the plot involves [[spoiler: the bird from the single player campaign taking over an old chassis of [=GLaDOS=]' body, so [=GLaDOS=] may have multiple backup bodies.]]
[[/folder]]

[[folder:[=GLaDOS=] controlling the claw]]
* Where did [=GLaDOS=] get the big claw thing at the end of the final battle? There wasn't one of those things that was under [=GLaDOS=] in the core swap scene. Also, how did she control it? She wasn't hooked to the mainframe and had no way to because, again, there wasn't a core swap thing under the mainframe. ALSO, where did her old head come from? It wasn't there before.
** The claw? It was probably there, but wasn't used the first time. Controlling it? Remember how the cores from the first game only stopped affecting her after you destroyed them? She was already linked to her body by some temporary/not very powerful remote connection just like the cores. The head? It was probably still in that area with the claws from when Wheatley put her in a potato. And, before someone brings up how she got back into her head, remember when she says "I already fixed it!"? It was a fairly fast process, and Wheatley transferred her to the potato in just about the same amount of time, if not less.
** The mainframe area is highly reconfigurable. Wheatley probably had the claw stashed somewhere out of the way (note that it's also present when you repower [=GLaDOS=]). It's rather ironic because it would have made all the FinalBoss battles rather one-sided.
** Isn't it the claw she dangled the Adventure and Fact spheres from?
*** Nope, that's the one she crushed Wheatley with. The big one is present in the control room before the final battle (Wheatley [[PunctuatedPounding punches-you-into-this-pit]] with it.)
[[/folder]]

[[folder:Time between Portal 1 and 2]]
* Something that's been somewhat confusing to me: Many people seem to be confused about how many years have passed before Portal 2 begins. Some think it's only a matter of days, some only a few years, some believe around 30 years, and some 300 (I personally believe the last). Here's what I can't wrap my brain around... how could someone think hundreds of years ''haven't'' passed between Portal and Portal 2, after taking into account the complete decay the facility has fallen into? Plants don't grow into infrastructure and buildings don't fall apart after a short amount of time. It takes ''a long'' time for that to happen. In addition, when the AI wakes you up for a second time, the machine stutters when saying the number 9, implying that it surpassed its upward counting limit loooong ago, which may even be ''higher'' than 300 years. Finally, didn't Valve more or less confirm that its been hundreds of years?
** It's hard to say, really. The problem with assuming 300 years is that you run into serious RagnarokProofing issues. For example, take the Bring Your Daughter To Work Day exhibit. Even 30 years would have caused the potato batteries and the poster boards to crumble into dust. Most plastics used in the construction of the facility would become brittle and crack. Electronics would decay and fail. In 300 years, the structural metal would have long since rusted into uselessness and the entire facility would collapse on itself. Then take the old Aperture Labs facilities. No AI was maintaining them, and they still have working lights and electricity. These contradictions make any sort of effective dating impossible.
*** Keep in mind, however, that even though they had no AI, they DID have prerecorded messages to use so that testing could continue, even during post-apocalyptic conditions. Not only that, but all Aperture Science facilities are able to run at as low as 1.1 volts. In addition, even though no AI was maintaining things in real-time, the personality cores activated after [=GLaDOS=] was killed most likely kept everything in acceptable working condition, at least as well as something with no arms could. So the facility was far from abandoned during that time. As far as the Condemned Testing Labs go, it's not impossible that the tech down there could run at 1.1 volts too.
** A book I read, ''Earth Without Men'' I think was the title, goes out of its way to explain why pretty much nothing created with technology from the last 200 years would last very long without anybody to sometime add a coat of anti-rust or change the de-moisturizer. I'm strongly inclined to believe that 30 years is more than enough to account for the state of the center. Note that you can see sunlight entering the rooms in the very first levels, which means holes leading to the surface, which mean flood at the first rain. Ever saw a house that's been flooded? I did. At best, the paint on the walls is screwed, at worst, the walls themselves take the hit and become structurally unsound. ''From being submerged a few hours.'' I'd already considered the fact that there is working equipment in the upper layers of the center thirty years after the Seven-hour war a near miracle, so 300 years would be pushing it way too far. Hell, where did the remaining equipment get its power? No battery could ever last 10 years, fuel become unusable after a few months, nuclear reactors go critical if not constantly tended to, and even then their fuel would never last 20 years.
*** Nope, 300 years. The state the facility is in is far too bad for a mere 30 years to have passed. Not even mutant super potetoes could cover that much of its insides in vegetation in just 30 years, especially when you consider just how mind-bogglingly huge the facility actually is. Furthermore, 30 years isn't long enough to provoke the kind of comments Wheatley and [=GLaDOS=] make on how long you've been gone. 30 years is pretty long, but it's not mind-boggling. Three centuries, however, is quite staggering. As for what you said about the technology, yes, okay, but that's regular technology. It's like you haven't looked at any Aperture tech at all. The stuff is specifically mentioned ''during the game'' to be apocalypse-proof in a variety of ways and it's quite preposterously durable during the first game, too, what with it being able to survive temperatures of up to 4000 degrees Kelvin. And you claim that no fuel cells last that long in real life? In a world that has portal technology in the fifties? As for the reactor, you don't know how much extra fuel it had. Also, right at the beginning of the game the automated messages tell you that the reactor is about to go critical, so presumably the emergency sub-systems that took care of it finally gave out after all those years and would have taken out everything if [=GLaDOS=] hadn't been awakened. Basically, everything in either game shows that, while they lacked common sense and any kind of moral judgment, Aperture built their equipment to ''last''.
*** This theory falls apart a bit when you take the historical sections of the facility in to account. In the 1950's section we see cloth, wood, and even paper that is in remarkably good shape for 80 years, let alone 350. And even if we were to assume that all of these materials are long-lasting synthetics invented by Aperture (an Aperture who had barely graduated shower curtain manufacture at the time, no less,) that doesn't explain the foreign materials found in the trophy case, such as a newspaper. Also problematic the fact that Aperture didn't invent AI until well after the lower levels were sealed. Not only do they have no real reason to maintain the electronics and stuff in the older parts of the facility, but they lack any discernible method to boot. Well, perhaps except for the one possible saving grace for the "300 years" theory: the briefly-mentioned nanobot work crew. "Jerry" and his pals could be invisibly refreshing the perishable materials in order to keep the entire facility from rotting/rusting away. I admit both theories require some leaps in logic, but I still tend to lean toward "30 years" because it makes more sense story-wise in relation to future Half-Life crossover.
** But nothing said to you in the game gives a clear indication of just how much time has passed. The wake up voice recording was glitching out, [=GLaDOS=] lies to you all the time, and Wheatley is a moron. Anything they say has to be taken with a grain of salt.
** I would be more accepting of a 300 years time span if the facility had been made entirely of glass and plastics, two materials that GaiaVengeance tend to break its teeth onto. And again, holes in the roof, meaning the facility is exposed to everything nature can throw, from dirt to water, insects, animals (that bird must come from somewhere) and plants (those potato plants must have access to natural light). A devastating combo for any man-made construction.
** The old facility throws all this on its head anyway, as I pointed out earlier.
** Those who talk for 30 years don't seem to take into account all the maintenance AIs and self-repairing systems implied in the game. The place has deteriorated enough that it takes personal interference from [=GLaDOS=] to fix things up again, and she manages to get the place close to pristine condition in the matter of hours again.
*** We don't know how all those self-repair systems were coordinated; [=GLaDOS=] being knocked offline could have knocked others offline and the ones that remained would have been hard pressed to maintain the facility. Besides, the only areas that we see with actual overgrown vegetation, was the original testing area, which would likely be close to the surface. Therefore all that flora could have made it through the hole made at the end of Portal 1 and into the original testing course. The rest of the maintenance systems were likely knocked out by [=GLaDOS=]' destruction and those that remained were unable to fully fix the facility on their own. Therefore the 30 year figure is actually fairly plausible.
** I have always believed that the announcement for how long Chell was in suspension was just messed up like the rest of the facility at that point. Besides all the ruin you see shortly after this, the announcement reads each digit independently (9 9 9 9 9 etc.) instead of as a really big number (999,999 or whatever the max may be).
** According to The Final Hours of Portal 2, Portal 2 takes place ''50,000 years'' after the original game.
[[/folder]]

[[folder:The moon isn't flat for portals]]
* I'm curious how in all the questions about the Moon portal this one gets omitted. Seeing how the portals can only be placed on perfectly flat and smooth surfaces, how can you place one on the Moon surface that is most obviously neither?!
** Cave said that lunar dust is uniquely suited to conducting portals. So who says it has to be flat and smooth?
** The moon is enormous. Have you ever seen a space walk? On a human scale, the surface of the moon is pretty flat. It's not quite as flat as, say, the Earth, but still.
** Not to mention the portal hit at an Apollo landing site. And what is the first primary key feature that would have been looked for when evaluating possible landing sites?
** The portal projectile somehow has the ability to autocorrect and find a flat surface when you fire just off of one. There is a lot of distance available for the projectile to turn in when you fire at the moon, so it could have sought out a nice, flat surface.
[[/folder]]

[[folder:Logic bombs]]
* After [=GLaDOS=]'s LogicBomb fails to fry Wheatley, she says "That almost killed me!" Now, the technical justification for a LogicBomb is that it sends the AI into an infinite loop (to be precise, infinite recursion) trying to work out the "correct" answer, pegging the CPU and ultimately overloading it, but if said AI is intelligent enough to understand that there ''is'' no correct answer to a paradox, then such a disastrous code path should be entirely avoidable.
** TheCoconutEffect
** Personality Constructs seem pretty close to being human, so it could be that even though [=GLaDOS=] knows there is no answer, she subconsciously tries to work it out anyway and gets trapped.
** I'm not a mathematician, but there are statements which can't be proven. There are also statements that can't be proven to be impossible to prove, etc. It may be that logically proving certain paradoxes are, in fact, paradoxes is impossible. An AI, no matter how complex, has to be built on logic. If it's impossible to determine a paradox is paradoxical, then the program tasked to determine which queries are worth considering will also enter an infinite loop - because it can't determine that it's indeterminate. "This statement is false" is not an example of such a paradox, since simply using the routine "If A=> not A and not A => A, quit" would resolve the issue, but they may exist.
*** This, I think, is a variation on the [[http://en.wikipedia.org/wiki/Entscheidungsproblem Entscheidungsproblem]], which basically says that there exists no algorithm that, given the description of a formal language (e.g. arithmetic or boolean logic) and a statement in that language, can determine the truth of the statement.
*** But on the other hand, computer programs nowadays do have safeguards against paradoxes in the form of specifications (like treating a logical contradiction as a boolean false), and things like any given variable only holding one value at any point of time (so that variable A can't be both true and false at the same step in the algorithm). A kind of fork bomb—i.e. a process that can duplicate itself or create new running processes infinitely—would probably be a better choice.
*** If I can math geek a bit: even more subtle, there are mathematical statements that ARE true, but which can't be proven true. [[http://en.wikipedia.org/wiki/G%C3%B6del%27s_incompleteness_theorems One particularly famous example]] involves a specific function f(x, y) and a specific number n where we can easily prove "f(1, n) does not equal 0", "f(2, n) does not equal 0", etc. for any particular integer but there's no way to prove that "for all x, f(x, n) does not equal 0" short of an infinitely long proof that goes through every single integer individually. So a computer trying to prove "for all x, f(x, n) does not equal 0" would never reach a contradiction (since the statement is true), but would also never finish the proof. Bonus amazing fact: the function f in question can be interpretted as "this function is zero if and only if the statement with number x is a valid proof of the statement with number y" and n just happens to be the number for the statement "for all x, f(x, n) does not equal 0". In otherwords, the statement is asserting it has no proof, or more generally... "THIS! SENTENCE! IS! FALSE!"
** I just added this to the WMG page, but: Can't you just imagine Cave Johnson saying "Whaddaya ''mean'' paradoxes don't harm our [=AIs=]!? I want you to make a special paradox-detector that'll fry every circuit in its brain, and I want you to put it in every single one of our [=AIs=], on the double, or you're fired!"
*** Actually, I can imagine that quite vividly, and for a moment I even wondered to myself if he ever actually said "I want you to make a special paradox-detector that'll fry every circuit in its brain".
** Adding to the above theory -- think about what ''kind'' of robots we're talking about here. These are '''Aperture''' robots. We're talking about robots built by people insane enough to believe you can do anything with anything if you bend the rules and avoid awkward questions. Every single mechanism in that place, sentient, sapient or otherwise, is devoted to science and discovering how it works. For robots whose entire existence is devoted to finding answers, a paradox is not something you can just say no to. These robots are literally COMPELLED to find the answers to impossible problems. Even if you somehow find it hard to believe that every robot in the place functions as such, it's more than believable that [=GLaDOS=] herself -- the most intelligent Aperture AI ever built and created with the explicit purpose of overseeing and masterminding every future discovery of the facility whilst ensuring that research continues with or without the lab or even ''society'' being functional -- finds the threat of an unsolvable paradox dangerously life-threatening.
* Alternatively, [=GLaDOS=] only '''thinks''' a paradox can kill her because, as far as she knew at the time, she was just an AI (and not an AI with a human brain component added) and assumed that logically it would. Having the deeply buried human element allowed her to not be pegged by the statement because (unlike an AI) a human can just choose not to work out a solution. Wheatley manages to avert the effect of the bomb because advanced elements of his programming that cause him to come up with bad ideas may be linked to his ability to interpret statements logically; that is to say, he makes bad ideas by only pars of information getting to his brain, rather than him processing all information and coming up with the opposite of the logical response. He simply misinterpreted the question to the point of thinking it had an answer. It's kind of like someone being asked what the sound of one hand clapping is and the questionee slapping their fingers against their palm to find out.
[[/folder]]

[[folder:Orbiting Wheatley]]
* The final scene where [[spoiler:the space core is orbiting Wheatley]], along with a little bit of physics, can be used to estimate Wheatley's mass. Unfortunately it also implies that Wheatley weighs something like 100 million tons. What's up with that?
** It's a StealthPun. Wheatley has a lot of mass because he's so [[spoiler:''dense''.]]
** If Wheatley really weighed 100 Mt (or Tg), if any other Aperture technology wasn't as massive, he would ''obliterate'' Management Rails, [[spoiler:[=GLaDOS=]'s body right at the moment it hangs onto it]], and if he was given enough velocity he would smash right through the entire three mile deep facility. As ThinkingWithPortals forum said, "Do Wheatley and the Space Sphere have enough mass to orbit each other? No. Why are they doing it in the ending video then? [[RuleOfFunny Because it was funny.]]
*** What if the cores have some net charge between them? That would be enough to keep them in orbit at a much shorter distance.
*** I don't remember that scene, but is it possible that they're not actually orbiting, but the camera is just circling around them, making it look that way?
*** Unfortunately, no; looking at the stars in the background during the scene, it is clear that the camera is merely moving slowly to the left, and it is the two cores who are doing almost all of the movement.
*** The Space Core could also have some system for direction control in space (since he was designed for operating there) and is just staying near Wheatley out of habit/companionship.
** My theory: The [[AllThereInTheManual Developer's Commentary]] mentions how the pneumatic tubes are an absolutely horrible idea for transporting things around the facility, because they get banged up in the process. It also mentions that the employees don't care, because [[WeHaveReserves they can just make more turrets and cubes]]. But the cores are unique, and difficult or impossible to replace if damaged. So, how do you transport cores around the facility? Carry them yourself? Hang them on the management rail and tell them where to go? Wrap them in bubble wrap before shoving them in the tube? All of these would make at least ''some'' sense, so naturally, [[IncompetenceInc Aperture]] would do something completely different: give the cores maneuvering thrusters and a self-preservation instinct, and trust them to keep ''themselves'' off of the walls. This would also explain how Wheatley was able to turn and spin while being held by the portal gun without anything (visible) to push off of.
[[/folder]]

[[folder:Chell's brain]]
* ''Is'' Chell brain-damaged? There's the gag at the beginning where you "Press A to Speak" and she jumps, but aside from that she never speaks once in the game. The WordOfGod reason for her being mute in the first game is supposedly as to not give [=GLaDOS=] the satisfaction, but there are long stretches of this game where [=GLaDOS=] cannot hear her or where speaking to Wheatley would make sense. I understand its a Valve tradition, but considering how well-written and acted their other characters are, the mute PC stands out more and more IMO.
** She might be mute because she never learned to speak.
*** She obviously learned to write if she made that science project. She has to know. She just doesn't.
*** Yes, she is brain damaged. I really don't understand how you can be confused by this, Wheatley said it was normal for people in suspended animation for more than a few months to suffer brain damage (and Chell was under for ''years''), and the whole "jumping instead of speaking" gag made it pretty clear that Chell wasn't an exception. Plus both Wheatley and [=GLaDOS=] believe it to be true and continue making comments about it throughout the game. I thought it was a really clever way to justify having a silent protagonist (sure beat's Freeman's unexplained muteness). Look up Dysarthria if you want to know more.
*** Jossed by Erik Wolpaw. He said that the ''intent'' at least was that Chell just isn't bothering to talk to the robots.
*** Pretty sure that explanation only applied to the first game, when the only other person to talk to was a homicidal robot intent on tormenting and killing her. It's understandable that Chell might refuse to talk to [=GLaDOS=] in that situation just out of stubborn resentment. It doesn't explain why she wouldn't talk to Wheatley though.
*** After dealing with [=GLaDOS=], she's probably not terribly trusting of artificial intelligences, no matter how friendly they may seem. She also may just have gotten used to not talking. As to why she didn't give Wheatley the paradox when it became clear that [=GLaDOS=] couldn't, it's noted in the Ratman comic that she's abnormally stubborn. She probably noticed how Wheatley basically had a total personality shift, and still believed he was salvageable.
*** Emancipation Grills. They have been know to emancipate dental fillings, tooth enamel, teeth, and now ear tubes. Meaning she might as well be deaf and mute.
*** She's definitely not deaf, because the player can still hear what she hears. Maybe the grills did make her mute though.
*** Even beyond brain-damage (which is, let's face it, a probability), her silence towards [=GLaDOS=] can probably be explained by an understandable reluctance to engage in pleasantries with the intelligence that forced her to literally jump through hoops for her own sadistic amusement. As for Wheatley, even when he's 'good' this can be easily be explained by the fact that when he's around her, Wheatley barely shuts up long enough to allow her to get a word in edgewise anyway.
** There's no way Chell is brain-damaged, or at least not as much as she would have to be after however long she was in suspension. She never could have done the things she does in the game otherwise. As for the jumping instead of speaking, that's obviously just RuleOfFunny.
** Not speaking to [=GLaDOS=] can be explained by the reason above - not wanting to talk to the sadist who spent however long testing, insulting, and trying to kill her. Wheatley looks pretty much identical to the cores Chell incinerated except for the eye color - she probably started out not trusting him, and later he turned evil and she didn't talk because of that. She may also just be a naturally quiet person. (I imagine the jumping was a way to acknowledge Wheatley but mess with him at the same time. Chell might be an abnormally stubborn person, but that doesn't mean she can't have a sense of humor.)
** She doesn't talk to [=GLaDOS=] in the first game out of spite, and in the second game she can't talk to Wheatley because she's mute from shell shock. Keep in mind this woman survived an explosion, and from her point of view, very little time has elapsed since. If her mutism were the result of brain damage, she wouldn't be able to understand anything said to her either, which would make her conspiracy with Wheatley impossible.
[[/folder]]

[[folder:How does uploading a mind work?]]
* Cave said something about "putting a brain into a computer," but how exactly did that work? Is [=GLaDOS=] the surviving remains of Caroline's mind and consciousness, or was her personality simply based on an exact copy of Caroline's? Cave may have wanted the project to survive, but I don't think he'd made Caroline suffer such a terrible fate, if the former case is true.
** Cave outright says to force Caroline to undergo the procedure.
** There's unused audio recordings of Caroline screaming and begging Cave Johnson not to put her into an AI.
[[/folder]]

[[folder:Every turret becomes defective]]
* Why does sabotaging the turret production line replace every functioning turret with a bad one? The factory runs nonstop, so [=GLaDOS=] should still have an enormous stockpile of functioning turrets to draw from even if she can't make any new ones.
** One of the dev commentaries mentions that the turret production line actually ends with all the newly packaged turrets being unboxed and then scrapped for parts to be reused at the beginning of the line. So it would seem the only way for [=GLaDOS=] to get turrets for tests and traps is by removing them from the line before the end, and since she has been dead she hasn't had a chance to stockpile any.
** The bad turrets in the line are also destroyed, and when Chell sabotages the line the good turrets are considered defective.
[[/folder]]

[[folder:Portal gun invention date]]
* When was the portal gun invented? Several times in the game and tie in comic, Aperture scientists express jealousy and respect towards NASA for beating them to the moon. But the old sealed off testing courses are clearly designed to be solved with portal technology, despite signs dating them to the 1950s! As seen at the end of the game, portal technology makes visiting the moon a cakewalk, so shouldn't Aperture have won the space race?
** The scientists likely had no idea that the moon was portal conductive until after they created the conversion gel which was in the 70's.
** The portal maker was invented in the 50s. The very first old-school test sphere has a sign that says 'This can't be solved without a portal device', showing one the size of a big backpack in a stylized drawing. But as mentioned several times on this page, they didn't see it as an end itself, they saw it as a testing device for the 'useful' things like the buttons and gels. There was no way to get moon rocks until after NASA landed on the moon... and no way to find out they were good for portals until then.
*** But why didn't they just shoot a portal at the moon even just for kicks or to see what would happen?
*** They owned a technology that could revolutionize the world, and for 50 years they used it to test useless dietary aids by having people jump onto them from great heights. They were handing these trillion dollar devices out to bums for god's sake! The sheer stupidity of it boggles the mind. Also, considering how crazy everyone at Aperture Science is, I'm kinda surprised no one ever tried just randomly firing the gun at the moon.
*** Or maybe they did try, but it went horribly wrong and that was behind the "missing astronauts" thing.
[[/folder]]

[[folder:The Borealis's drydock]]
* The Borealis's drydock is found several kilometers ''underground''. HOW DOES THAT MAKE ANY SENSE?!
** The Borealis has some sort of advanced technology that is useful against the Combine, my guess is teleportation or larger portals or something, but in any event it didn't sail out of there.
*** Maybe it didn't, but that doesn't answer the question of how it sailed ''in'' there to begin with.
*** They probably built it there.
[[/folder]]

[[folder:Portals on white surfaces]]
* This is something that isn't explained in either game, why do the portals only work on white surfaces? In the second game before you can shoot a portal in certain places you have to make sure there is white paint covering the surface.
** Some materials conduct portal surfaces better than others. The Conversion Gel basically turns everything it covers into a valid portal surface.
*** The conversion gel is made from moon rocks, which it turns out are a fantastic conductor for portal surfaces. This is mentioned several times throughout the old Cave Johnson testing area as foreshadowing for how the final boss fight ends. It's sort of implied that after it's invention in the 70s they started using the white conversion gel to paint the walls, so it's not that portals only work on ''white'' surfaces, but that they work best on paint that contains ground-up moon rocks, which happens to be white.
*** All the portal walls are white. Non-portal walls are black. It's a reasonable assumption.
*** Since you are in TEST chambers, it seems reasonable to think those were designed to be ColorCodedForYourConvenience (in other words it's a {{justified trope}})
[[/folder]]

[[folder:Wheatley's bars]]
* Relatively minor, but at the end of the game, how does Wheatley get his bars back? All personality cores have those two bar things above and below their "eyes," and Wheatley's are taken off as part of the procedure to be added onto [=GLaDOS' body=]; the developer commentary even notes that he can move around more in this state. How, then, does he get them back by the end sequence where he wishes he could apologize to Chell? We see the entire process by which he gets into space.
** He has them even before he ends up in space, Chell is hanging onto him by them. They were probably retracted behind his head where you can't see them, but when his cable became detached they came out again.
[[/folder]]

[[folder:Revamped rooms]]
* Apparently, the facility can only be altered when some entity (e.g. [=GLaDOS=] or Wheatley) is controlling it. After the events of the first game, it's more than implied that nobody was tending to the facility (even as Wheatley puts it, you killed [=GLaDOS=], then nothing happened, then you attempted to escape with Wheatley), so naturally the whole place fell into disrepair. My question is this; how did the original testing track change so much if there was nobody around to change it? Two of the chambers have been completely revamped, two entirely new chambers seem to have found their way in, one seems to have been fused with another, and yet another one doesn't even come back into play until ''after'' you've revived [=GLaDOS=]. Then you have all the elevators getting completely replaced. Assuming that the "announcer" at the beginning of the game has no direct control over the facility, how and ''when'' exactly did all those changes get made?
** Those could be different chambers that already existed by the events of Portal 1. You enter an elevator at the end of each chamber -- it could simply have taken you to different ones.
** Or, if you do not want to accept that it just has always been that way, perhaps it was a leftover from the storyline where there were more cores then just Wheatley, and they were running the facility, like the big Game Informer article said.
*** The different elevators are ArtEvolution. The developer's commentary explains that there is no in-game reason for the elevators to be different, they just wanted to redesign them. Same story for the new Material Emancipation Grids.
** I assumed that the facility did continue to receive some upgrades after the events of the original Portal. While [=GLaDOS=] was dead, other, unseen robots did continue to manage the test chambers as best they could, i.e. installing more movable panels, new elevators, etc. Eventually they stopped, possibly due to attrition as they broke down or from being unable to handle any problems that fell outside their programming. It would be like the entire management of a company vanishing one day. The office drones would probably continue doing their work for a while, even managing to complete previously-assigned long-term projects, but without any direction the company would eventually fall apart.
** During the hotel room ride, Wheatley mentions "one of the old testing tracks." There might be several.
[[/folder]]

[[folder:[=GLaDOS=]'s claws after reactivation]]
* Where did [=GLaDOS=] get these two claws with which she lifts Chell and Wheatley after being reactivated? She didn't use them in the first game, even though they could have helped stop or kill Chell right then and there, nor does she or Wheatley use them when revisiting the chamber later in the second game.
** She used the claws in other places. Maybe she had more freedom now, or the damage to the room allowed them in.
** She actually ''did'' use her claws in the first game. Maybe the Morality Core affected her ability to use them (just like it affected her ability to turn off the Rocket Sentry), or perhaps she was just that confident that the neurotoxin would be enough to finish her off. She's a sadist, so maybe she preferred the idea of watching Chell suffer (death by neurotoxin is not a pretty sight) to killing her quickly and simply with claws.
*** When did she use them in the first game? I've played Portal 1 a lot but I don't remember there being any claws like that.
*** The claws are in the game. They aren't animated, but they're implied to be how [=GLaDOS=] gets the turrets around the complex.
[[/folder]]

[[folder:Cores exploding]]
* If all Aperture technologies remain safely operational up to 4000 degrees Kelvin, and the Companion Cube survived, why did the cores explode? If they survived, why have a furnace at all? And why did [=GLaDOS=] explode when they were removed, as the Lab Rat comic and sequel describe them as just voices in her head?
** Maybe they outsourced for some materials. Some things they bought from other companies don't have such high tolerances and explode under extreme heat. The Aperture records simply don't take that into account.
** The fact that there was an Emergency Intelligence Incinerator in the same room as a potentially-hostile AI shows some astounding forethought on Aperture's part: they either deliberately built the cores with combustible materials, or the incinerator was hotter than 4000K. Either one would justify the cores' explosions.
** Aperture continually lied to its AI (''They told me if I ever used this, I'd die. They said that about everything!'') So the hardware could get recycled (in the same way that the turrets are recycled) and [=GLaDOS=] etc only think that the cores get destroyed.
** Maybe the cores have a remote connection to her until they're destroyed? That could explain the tractor beam-like thing.
** Or maybe the cores are simply useless down in the incinerator room, and [=GLaDOS=] just self-destructed them to save processing power.
[[/folder]]

[[folder:Reasoning behind obstacle courses]]
* Why does Aperture Science test their products by incorporating them into elaborate obstacle courses that require the ability to warp space to navigate? If they wanted to test repulsion gel, couldn't they just throw stuff at it, or tell people to jump on it if they really must have human testing? Why is it necessary for the test subjects to solve a dangerous puzzle while they're jumping on it?
** That would be too rational for Aperture Science. Plus, if you're testing the gels and the portal gun, why not combine the chambers and test both at once?
** C'mon, this is Aperture Science we're talking about. At this point it is utter foolishness to ask, "Why would they achieve Goal A in this convoluted, inefficient way, when they could have done it in this obvious, simple, effective way?" Utter foolishness.
* I forget exactly where in the Portal wiki I read it but it was something to the effect of Cave didn't "know how science worked, but knew a lot about how people worked". He has the determination to run a scientific research firm, but he couldn't watch a bunch of lab techs (whom he frequently expressed resentment towards in his recordings) running safe little simulations. He needed to see action, people in motion, people he could talk to and motivate. Cave liked obstacle course testing and, in his words, paid the bills around there. Like it or go work for those clowns over at Black Mesa. By the time Cave died, obstacle course testing was just the Aperture way. The fact [=GLaDOS=] has been running the tests for a long while and is at least partially Caroline (who supported Cave for decades) means she probably shares her former boss's views.
[[/folder]]

[[folder:Human testing]]
* According to Cave Johnson's prerecorded messages, human testing nearly bankrupted Aperture Science. They started out testing astronauts, Olympians and war heroes in the 50s, but thanks to expensive lawsuits and government fines, by the 70s they were hiring bums off the streets and by the 80s they were reduced to forcing their own employees to "volunteer" for testing. In fact, in one of Cave Johnson's last messages he states that Aperture is phasing out human testing. So why is that in the modern facility the game starts in, not only are they still testing on humans, but According to Wheatley, there were 10,000 of them being held in the Relaxation Center (until they all died under his supervision)! And in co-op mode the players find a huge vault of humans in cryogenic sleep who are still alive. So why is Aperture Science still performing human testing, and where did they get all those test subjects from?
** Aperture was ''going'' to phase out human testing -- while it was still run by humans. Once [=GLaDOS=] took over, she presumably saw no reason to carry on with those plans. As for the test subjects in stasis, presumably they were either Aperture employees or people visiting the facility, captured and suspended by [=GLaDOS=].
*** The several hundred humans frozen in the co-op vault I can believe were Aperture employees. Each is given a scientific job title as they're scanned during the credit sequence and [=GLaDOS=] seems to know personal details about most of them. But what about the 10,000 humans suspended in the relaxation center where Chell wakes up? Where did they come from? I have a hard time believing that Aperture had that many employees, especially considering Cave Johnson's complaint about how employee retention had plummeted after "voluntary" employee testing became mandatory.
*** If you look closely at some of the stickers on the relaxation vaults (you can see them if you zoom in during the ride in your hotel room at the beginning) the packing dates are from the 1970s. I wouldn't be surprised if a lot of them were homeless people who were somehow convinced to do that.
** This was in the 80s. Aperture obviously got back on its feet between then and the first Portal.
[[/folder]]

[[folder:Condition of the old courses]]
* How the heck are all the old sealed off testing courses still in such fantastic condition? Seriously, the first few modern facility test courses you visit are more broken down despite having more advanced building material, self-repairing technology and the once-off mentioned nanobot "work crew" to keep them in shape! But none of those things are present in the old Aperture. It's amazing that they still have working lights down there after 50 years (plus however long Chell was sleeping), let alone elevators and pump stations. There's not a spot of mold or dust in the various offices you come across, there are paintings and posters in mint condition everywhere, and wooden boards that haven't warped or rotted all over the freakin' place. Yes, there are rusted and broken catwalks everywhere and the ground floor is covered with trash and mud and the elevator to the surface is shut down, but aside from those the place is for the most part so clean and organized and ''functional'' that I simply can't believe it's been abandoned for a year, let alone half a century.
** I got the impression that the old chambers were deliberately ''preserved'', not just passively let to rot like it was the case with the modern facility. Thus they could have taken the measures to prevent decay, such as reinforcing the walls and covering the furniture in whatever protective stuff they have at Aperture. They simply shut the power and gel flow down and let the area rest until Chell reactivated it. Notice also that while the test chambers and offices are well-preserved, the vast space between them isn't; Aperture probably didn't bother taking measures to preserve the maintenance areas while sealing them off.
*** Cave Johnson says that the Enrichment Spheres are coated in Asbestos to keep the rats out. Kinda flimsy, but if he covered them with enough of it, it should hold off most of nature for at least a little while.
** Deep underground the chambers wouldn't be exposed to a lot of things like rain, wind, plants, and sunlight so it would last longer even setting aside Aperture's obsession with RagnarokProofing. That said, it is significantly damaged, there are many areas where you have to make portal jumps because walkways have collapsed.
** It's implied that even a lot of the upper test chambers are underground. With the chambers from Cave's era, they're so far down they're practically like preserved fossils.
** Keep in mind, though, that they're still in '''a salt mine''', and in a planet that was in the process of being taken over from below by burrowing Antlions (unless the Antlions were only introduced to the eastern hemisphere).
** There's also the matter of complexity. The upper, modular testing tracks are probably a lot more complex than the old, static testing spheres. It's not hard to imagine plantlife and the like working its way between all those moving bits over the time of disrepair. Perhaps there's just less things to go wrong with the old tracks, especially since they're probably too far down. As one of the above posters said, they're basically like preserved fossils.
[[/folder]]

[[folder:Position of the earth and the last portal]]
* At the end, when Chell portals to the moon, the two surfaces the portals are on are, for all intents and purposes, parallel to each other. However, when Chell looks at the earth, she's not looking straight up, relative to the moon; she's looking sideways. Did the moon suddenly rotate ninety degrees while we weren't looking?
** Or Chell moved her head.
*** It can't be that; the surface of the moon is still visible when Chell looks at the earth, even though it shouldn't be.
*** It's possible that the portal didn't land in the center of the visible side of the Moon, but closer to a polar region. After all, the game doesn't take into account where you actually aim the portal gun -- it doesn't even care what color the portal is!
*** But the twinkle before you get sucked out is clearly ''not'' at a polar region.
** What if the portals don't just warp you through space - they warp you through space''time''. And the time dilation is in some way proportional to the distance involved. Then, the time difference from one portal to the next is unnoticable across a few metres like during most of the game, but over a quarter of a million miles, it's enough time for the Moon and Earth to turn a significant amount.
** The moon isn't flat, its a sphere(oid). From the player's perspective, the portal seemed to hit about halfway between the middle and the edge. The Earth, as seen from that point, should be about 45 degrees above the horizon (the orientation of the portals doesn't matter, it's the location that counts). Now, it seems to me that the Earth was actually closer to the horizon than that, but since we don't have any [[DepthDeception usable reference points]] during that shot, we can't say for sure.
[[/folder]]

[[folder:Astronauts]]
* Where did Cave find any astronauts in 1952, nine years before Gagarin's flight in 1961?
** He said they were "missing" astronauts. Possibly as in, ''[[GovernmentConspiracy really]]'' missing due to portal malfunctions. The term "astronaut" has also been around since [[http://www.etymonline.com/index.php?term=astronaut 1929]], so maybe it meant something else then.
** Or the recording was not made once and forgotten at the time that that section was built, and what Chell hears is the last revision used for that section (when astronauts are around). The Borealis, assuming continuity with the blueprints from Episode 2, was far newer then its drydock when lost.
[[/folder]]

[[folder:[=GLaDOS=] can't help you?]]
* The bit about [=GLaDOS=] being unable to tell you the solution to a given problem. I don't get it; either the punitive shock is tied into the main core, in which case [=GLaDOS=] should have been unaffected; '''or''', the shock is tied into ''all'' personality cores, in which case Wheatley should have known about it long before it became relevant. And in either event, [=GLaDOS=] is currently working with one-point-six volts; what energy could she possibly muster to significantly shock herself with?
** Easy, it's a HandWave. They needed a reason she couldn't help you, and the other idea they had -- having her "puzzle solving memory" getting constantly pecked off by a bird -- wasn't technically feasible.
** Presumably the shock is built into all personality cores to prevent them from helping test subjects solve the puzzles, and Wheatley would have known it if he had tried to help Chell before (and he didn't). Why didn't he know it? I see three explanations, all plausible: 1) He's Wheatley. 2) He did know, but just couldn't resist helping Chell to get her through the test chamber faster. 3) The most likely one, in my opinion: he didn't know about the shock because unlike [=GLaDOS=], he was never meant to administer tests.
** Or 4) [[OverlyLongGag He's Wheatley]]
*** They probably told him he'd die if he ever helped a test subject solve a test, and finally catching on, he presumed that warning was rubbish like all the other things they told him would kill him. Hilariously, turns out that one was partially true.
** Note that whenever she uses too much energy, she temporarily shuts down. It's possible that it would start to shock her, only to instead shut her down, which would be more of a hindrance because she's gone for a while.
** There's also the fact that the puzzles you do with her are handmade by Wheatley either from scratch or by combining multiple test chambers together, so she would be trying to figure them out as much as the player since it's likely she knows the answer to one component or one chamber, but not when the components are put together in a new arrangement she hasn't seen before. In a way when it's mentioned, it's [=GLaDOS=] telling you why she couldn't have helped you before even if she wanted.
** Maybe she wasn't entirely sure if it would shock her or not, but didn't want to risk frying her potato (which could kill her).
[[/folder]]

[[folder:Portals break thermodynamics]]
* How in the hell does this get around the First Law of Thermodynamics? Place two portals, one exactly above the other, and drop something in it. Watch as it essentially turns into a free energy device. Where on earth is all that energy coming from?
** Gravity?
** You might note that this has been commented on many, many times. In fact, I don't even see the point in asking, given MST3KMantra.
** Creating portals changes the [[http://en.wikipedia.org/wiki/Topology topology]] of space around the them. You could come up with a physics-y handwave-y solution involving [[http://en.wikipedia.org/wiki/Noethers_theorem Noether's theorem]] (which says that [[http://en.wikipedia.org/wiki/Conservation_law conservation laws]], such as the conservation of energy, are caused by symmetry, and breaking this symmetry destroys your conservation law) if you were so inclined.
** It's not really free energy, merely a very efficient method of using gravity to transfer kinetic energy from the planet to the falling object. If you placed two portals inside an airless tube, and set an object in an "infinite" fall, the object would accelerate indefinitely, and eventually reach relativistic speeds requiring enough force to accelerate further that the earth would start pulling itself out of its orbit with its own gravity via the "falling" object. This would only be possible if the airless tube was constructed exactly at the geographic north or south pole, however, or the earth's rotation would make falling at relativistic speeds impossible. Factor in air resistance and all the kinetic energy is dissipated in a closed loop that doesn't affect the earth's trajectory through space... I think... Someone should do that math on that.
** The problem is moving upwards in a gravitational field, you are gaining gravitational potential energy. This happens from moving from a low-placed portal to a high-placed one. It is unavoidable. Of course, we are assuming it does take zero energy to move from a low-placed portal to a high-placed one. Maybe the portal gun has a built in store of energy for this purpose.
** You're failing to consider the energy required to keep the portals open. It's quite possible that any time an object passes through a portal, there's an increase or decrease in the energy draw that precisely offsets the gain or loss in potential energy caused by the displacement.
** Perhaps as the objects continue to fall they lose mass so that overall their energy remains constant. (If you take an object from "infinity" to the edge of a black hole you extract mc^2 of energy from the system. Effectively the object loses its mass to the gravitational field. It's a lot more subtle than that, but then gravity has always been a subtle beast.)
** The portals could establish some kind of hydrostatic equilibrium so that heavy things go down, light things go up, and it all balances out nicely. This would appear to be violated at the end, until you consider the differential gravity.
[[/folder]]

[[folder:Hazards of the gels]]
* OK, so Repulsion Gel "Does NOT like the human skeleton", and the moon rocks in Conversion Gel are toxic if inhaled, but what's the extra (that is, outside of what would happen if it was ingested) hazard of Propulsion Gel?
** Not stated in the game. Could be anything.
** Whatever the effects were, either Cave Johnson thought they were too minor to mention or too terrifying. I'm not sure which is worse.
** I seem to recall it still being made of asbestos/causing no food whatsoever to be absorbed into the user's body.
** Let's make one up! How about interior friction burns? Oh, and cancer. Everything causes cancer.
*** Running into a wall at 90 miles per hour seems like a pretty bad side effect.
*** The lab boys tell me that if you get this stuff on you, there's a good chance trying to move would... I don't know, something about peeling an egg with a sand blaster, I wasn't really paying attention. Now I'm hungry. Caroline, what's the lunch situation?
*** [[ArsonMurderAndJaywalking I'm sure it stains pretty badly as well.]]
** Maybe Aperture just didn't realize that bouncing that high in the air without Long Fall Boots (which the 1950s test subjects probably didn't have) is gonna damage your skeleton, gel or no gel.
[[/folder]]

[[folder:Keeping the Companion Cube]]
* Why would [=GLaDOS=] keep [[spoiler: The Companion Cube alive...I mean intact]]?
** She didn't, it either survived on its own ("all Aperture technologies remain fully operation up to 4,000 degrees Kelvin"), or she just [[spoiler: gave her a new one, but charred it a little for effect]]...although that makes you wonder [[FoeYay why]] [[LimaSyndrome she'd go to the trouble...]]
*** Or [[spoiler: it's the Companion Cube seen on the edge of the incinerator in the teaser trailer. It could have caught on something like that and survived that way]].
** [[WordofGod Word of God]] says that [[spoiler: the Companion cube was having an adventure of it's own, and just happened to get out at the same time as you]].
[[/folder]]

[[folder:[=GLaDOS=]'s lack of morality]]
* Chell destroyed [=GLaDOS'=] Morality Core in the first game, which made [=GLaDOS=] go from "Use humans for test subjects" to "Kill all humans". How come when Chell reactivated [=GLaDOS=], she didn't immediately try to kill Chell and instead sent her off to do more tests? Her body was repaired, but there was no sign that [=GLaDOS=] got a new Morality Core.
** [=GLaDOS=] was going for a FateWorseThanDeath this time, as is plainly obvious. The facility is in ruins and her neurotoxin probably wasn't online at the time. She needed to have Chell waste time solving tests. Note that as soon as she has the place up and running again, she does immediately try to kill you.
** Maybe the Morality Core didn't really work, [=GLaDOS=] just tricked everyone into thinking it did? The core never talks, and [=GLaDOS=] might have dropped it off ''on purpose'' so that Chell could destroy it, thus pretending to have more of a justified excuse in killing her. After all, even ''before'' you get to [=GLaDOS's=] chamber, she says "Turn back or I will kill you."
** [=GLaDOS=] attempts to kill you once well before you get to her room in the first game. It's made quite clear that the Morality Core never really worked, all it succeeded in doing was preventing her from using the neurotoxin specifically.
** I think [=GLaDOS=] kept Chell alive because she was the only test subject available at that point. She was planning on killing her once she'd finished building ATLAS and P-body to replace her, [[spoiler:as indicated by what [=PotatOS=] says when Wheatley discovers the Cooperative Testing Initiative.]]
*** I mean, she does say she has another suprise for Chell "with tragic consequences". We never get to see what she had planned considering Wheatley pulled Chell out of the test chamber before we actually ''got'' to the surprise. The fact that [=GLaDOS=] sounds incredibly smug as she says that is a pretty clear indicator that her "surprise" might be [[{{Understatement}} more than a little lethal]].
[[/folder]]

[[folder:Plumbing]]
* How does the plumbing in Old Aperture still work? There's switches for the gel pumps, but nothing that controls water, so there's no reason to assume that it was ever switched off. So how have the tanks for the water in some of the test spheres not run dry over the course of god knows how many years? (Unless it's just purified sludgewater pumped in from the other spheres, which is [[NauseaFuel gross]].)
** [=GLaDOS=]states that the air everyone breaths in the Enrichment Center is just re-used air. A similar process may work on water. Besides, we just know that it's a clear liquid. [[NightmareFuel It could be anything.]]
** It could be that all that water is what's responsible for the filling of the Enrichment Spheres and the salt mine with sludge/acid/stuff. It might also explain why, if the top levels of the facility are exposed to the elements, rainwater doesn't flood the old testing tracks; it's just drained to the bottom (maybe as a way to drown off the Mantis Men?)
[[/folder]]

[[folder:Chell getting recaptured]]
* I can't believe nobody's asked the most obvious question: How did Chell get recaptured in the first place? [=GLaDOS=] was dead. Did those androids find her and put her in the Relaxation Vault?
** The "Lab Rat" tie-in comic, available on the official website, explains this.
** Even before that, a Portal update modified the ending, showing Chell get dragged back in.
*** "Thank you for assuming the party escort submission position."
[[/folder]]

[[folder:Core corruptions]]
* What is core corruption, anyway? In ''Portal'', [=GLaDOS=] had several personality cores attached, thus was corrupted. However, you had to remove them to defeat her: Making her "pure" again. [[spoiler: But in ''Portal 2'', they say she's corrupted, but she's the only core in the mainframe. Okay, so maybe the computer thought that her insanity was enough to make her corrupt... but that doesn't explain why Wheatley becomes corrupt just after you attatch other personality cores to it. I mean, the guy was MADE to be a moronic imbelice, so insanity counts as core corruption but having "Be a moron" between your codes lines is cool? Also, when you're heading to Wheatley's Lair, you stumble across some corrupted cores, according to [=GLaDOS=]. Honestly, the guy you were trying to beat and [=GLaDOS=] herself are in many ways worse than those guys.]]
** The corrupted cores' behaviour make it clear that there's some fundamental flaw in their programming. Wheatley wasn't considered corrupt because his programming wasn't damaged, and he was still doing exactly what he was programmed to do ("be a moron"), and he wasn't totally messed up like the corrupted cores. [=GLaDOS=], on the other hand, is very clearly corrupt. It's pretty clear that there's something wrong in her programming, somewhere.
** I always thought that it referred to the fact that her cores were removed. [=GLaDOS=] had four cores hung on her mainframe in the first game. As you defeat her by destroying them, they obviously were semi-vital to her function. In ''Portal 2'', the announcer says that [[spoiler:she is 80% corrupted. Four cores plus [=GLaDOS=], the main core, is five cores. Four "corrupted" (nonexistent) cores to one intact core is 80% corruption. Also, you need Wheatley to be at 100% corruption with three corrupted cores plus him not doing the mainframe because [=GLaDOS=] is still at 80% corruption (if not more) while she's [=PotatOS=], and the core transfer can only replace a more-corrupt core with a less-corrupt one.]]
[[/folder]]

[[folder:Wheatley surviving getting crushed]]
* So after he accidentally revive [=GLaDOS=], she crushes Wheatley and tosses him aside. A few levels later, he's back and somewhat fine (if a bit twitchy), on his management rail again. How did he get back onto that rail?
** Wheatley tells you himself, kind of, in Chapter 4. It's something of a NoodleIncident but apparently involves a bird.
** Perhaps he has an identical twin.
** Actually, the few times you see him hiding behind panels before he reveals himself to you, he looks slightly damaged. He wasn't completely crushed, but his casing appeared to be squashed a bit.
[[/folder]]

[[folder:Tone differences between Portal and Half-Life]]
* ''VideoGame/{{Portal}}'' takes place in the same universe as ''VideoGame/HalfLife''. So how is it that Cave Johnson and Aperture Science can take RefugeInAudacity while everything related to Gordon Freeman, Black Mesa and City 17 are much more realistically treated?
** Because they are different games that are related only by very broad-strokes ContinuityOverlap. Valve is trying to keep them as separate as possible plotwise and thematically.
** At least until ep3 friggin finally come out...
*** Or Half-Life 3. Either way though, I don't think we'll see Chell actually fight alongside Gordon Freeman or anything, since Valve is keeping them separate.
*** I don't think you quite remember how silly the original Half-Life was. Black Mesa was an absurd place with NoOSHACompliance through the wazoo.
[[/folder]]

[[folder:Preventing the facility's explosion]]
* The Lab is impending explosion since the beginning of the game. So when [=GLaDOS=] is revived, why didn't she do something about it while in control? Was her [[UnstoppableRage hatred]] towards Chell THAT [[YouWouldntLikeMeWhenImAngry distracting]]?
** [=GLaDOS=] did fix the reactor after being woken up. It happens offscreen -- in fact, the supposedly impending explosion is never mentioned at all after the opening sequence so one wonders if Valve simply decided to ignore it.
** And her hatred for Chell is also clearly not distracting her from managing the facility in the first half of the game anyways - [=GLaDOS=] leaves Chell alone in the testing chambers several times early on to go fix things.
** Presumably [=GLaDOS=] was in the middle of ensuring the reactor core didn't explode at the same time as testing Chell, and had managed to prevent immediate catastrophe, but hadn't managed to sufficiently complete them before Wheatley overthrew her -- at which point, work on the repairs stopped as he devoted everything to testing, and he let what repairs ''had'' been done decay until they fell apart.
** I thought it was one of those things that required regular maintenance to keep it in working condition (e.g. press a key every hour) and Wheatley just didn't bother doing it.
*** That's exactly what it is (other than the press a key part). [=GLaDOS=] mentions at one point that he has clearly stopped maintaining the reactor.
[[/folder]]

[[folder:Wheatley hates moron more than idiot]]
* Another thing that confused me. Wheatley didn't seem to care for being called an idiot, but being called a moron sends him flying into a rage! Is it just he's in a bigger body now or something? Is moron somehow worse than idiot? It's real confusing that a smaller word would be more insulting...
** It's his BerserkButton. It doesn't have to be logical. His is the small mind that resents being reminded of the fact. It doesn't help that [=GLaDOS=], once learning of that button, doesn't hesitate to press it at every opportunity.
*** Perhaps he doesn't understand what an idiot is?
*** Maybe, maybe not. He is actually referred to directly as an idiot ("Do NOT plug that little idiot into MY mainframe!") and replies rather succinctly ("No, you should plug that little idiot into the mainframe!"). You can insult Wheatley as much as you like, but the word "moron" does seem to be a trigger.
** It's worth noting that the words [[http://dictionary.reference.com/browse/idiot idiot]], [[http://dictionary.reference.com/browse/imbecile imbecile]], and [[http://dictionary.reference.com/browse/moron moron]] used to have formal definitions, and under those, being a moron was actually better than being an idiot. So maybe he's so dumb that he's getting that backwards?
** On a similar note, right before [=GLaDOS=] tries to hit him with a LogicBomb, she says "Hey, moron!" and he just goes "Oh, hello." Why didn't he fly into a rage like he did the prior and subsequent times he was called a moron?
** Because he wasn't expecting anyone to show up to talk to him, so he blew it off.
** [=GLaDOS=] directly calls him the 'Moron Sphere,' maybe he doesn't mind other nasty names for the same reason a non-white person wouldn't mind being called 'honky' as much as other epitaphs.
*** Maybe he thinks 'idiot' is a designation, like how the Adventure Sphere's real name is Rick.
** It should be noted that he is still affected by being called a moron in the last part of the game. The first instance, he does appear to shrug it off, but eventually he starts getting annoyed with it to the point he [[FeigningIntelligence fakes reading Machiavellian works and plays classical music to appear intelligent.]]
-->'''[=GLaDOS=]:''' [[AC: I think I took that "moron" thing a little too far this time.]]
** Maybe it's a glitch?
* I think that, opposed to other theories proposed here, that Wheatley does know he's a 'moron sphere.' That's actually what he was called, a moron sphere. So it's not insults in general, it's that particular word that really gets his goat, because it's telling him of his purpose. Idiots and dolts are just words, words that can be temporary labels, but being called a moron is reminding him that he was specifically built to be a moron. The time he doesn't rise to the occasion is because it's when Chell and [=GLaDOS=] have just finished climbing out of old aperture, and he was surprised by their reappearance.
[[/folder]]

[[folder:Building the facility]]
* Has it occurred to anybody else that Aperture labs is built upside-down? Seriously, the earliest parts of the complex are the furthest from the surface. It doesn't seem like an ''Aperture is incompetent'' trope to me because if that was true then they worked out exactly how much space they would need for the next 40 years.
** Building up from the bottom is hardly unusual. What would be unusual is if they started at the top and built ''down''.
*** That's how they would do if they built the base from scratch, but since they bought some abandoned mining complex instead, they already had the tunnels ready, and could start from the bottom.
*** If you're making a building, obviously you build from bottom to top, but when you're making a tunnel or a mine, it's far more logical to start from the top and build down. Two main reasons: Firstly, all the earth you dig up has to be transported out, and equipment transported in. You can theoretically manage with a single deep shaft, but it's just easier to keep the supply lines as short as possible. It's easy to do this if you have available space nearby i.e. directly above you, where you can keep all your equipment, personnel and supplies, and just keep gradually moving it down as you dig. Secondly, "digging up" is inherently dangerous. Ceilings have a habit of falling apart when you poke them with shovels or drills. No matter how hard you dig at a floor, it isn't going to fall on top of you. But, to answer OP's question: Hey it's Aperture Science! It's their MO to do everything in the most dangerous, money-wasting manner possible.
** The facility wasn't ''built'' from bottom to top, it was ''abandoned'' from bottom to top. When Aperture started running out of money, they closed the bottom test sphere, but kept updating the rest. Then, as they sank further into insolvency, they repeated with the next-lowest sphere, and so on.
*** Nope, that's the order it was built in too. Like someone above me said, they bought the mines, so they just started down there. I suppose they made enough money at first to add on to it up above.
[[/folder]]

[[folder:Wheatley knows about Bring Your Daughter To Work Day]]
* Upon entering the room where Bring Your Daughter To Work Day was held, Wheatley remarks that it "did not end well". Did he witness whatever happened himself, or was he told the story or what? I'm wondering how he apparently knows about the event.
** He, along with all the other AI constructs, was around when [=GLaDOS=] went berserk and it's hardly odd that he knows the story. Remember, Aperture had been creating AI's for decades -- since at least the eighties.
[[/folder]]

[[folder:No gels in the new chambers]]
* Is there any in-game reason that the gels were not used in the newer testing chambers?
** Well, none is mentioned, but I could imagine it was one of the following: a) the gels were too poisonous, even for Aperture Science, b) they'd already sufficiently tested the gels by the time the newer test chambers were build, c) newer inventions made the gels redundant, d) they got bored of them.
** The second time you open a gigantic vault door (the horizontal one that drops a lift for you) you see three large pipes from inside the room connect with pipes to the outside. The upper, newer sections were literally cut off from the gels until Chell opened the way. The gels were buried and forgotten by [=GLaDOS=]'s time.
*** Though, [=GLaDOS=] did say that Wheatley's tests were ''her'' tests now, just jammed together out of different skeletons that she had kept. You used the gels quite a bit in those areas. Maybe she had initially worked her away around those pipes and did nothing with them in those chambers?
** There's a dummied out line somewhere in the script files where [=GLaDOS=] knows about the conversion gel, at least ("Wait. I HEARD about this. We discontinued it after all the test subjects kept escaping.").
[[/folder]]

[[folder:Thinking of the paradox]]
* In order to use a paradox on Wheatley, [=GLaDOS=] needed to think about the paradox to use on the way up, yet she didn't short out. Maybe Caroline helped, since she was reunited with [=GLaDOS=] in Chapter 7? [=GLaDOS=] does say each word of the paradox one at a time with a pause, even the first one, like she's repeating each word after someone's saying it...
** I always saw [=GLaDOS=] giving the paradox word by word as a way of bracing herself. Immediately after saying "FALSE" she starts muttering "don't think about it".
*** That could be a possibility - still doesn't explain much about not freaking out from the time she got the idea to the time she said the paradox aloud, since technically, she'd need to think about the paradox in order to plan out what to say if she was doing it on her own.
*** I don't think what [=GLaDOS=] thinks is true necessarily has to be true.
** My guess is that [=GLaDOS=] stored the paradox as individual words. Being kept as separate strings of data that weren't related to each other allowed her to carry it without having to 'think' about the random assortment of words. Her stating every word individually is her recalling this data carefully, one word at a time, again trying to not think about what the words mean together.
[[/folder]]

[[folder:The bird]]
* So where the hell did this bird even come from? First off, Wheatley talks about finding one shortly after you meet him again during [=GLaDOS=]'s test chambers, then he uses her eggs to jam a door mechanism, then that same bird somehow ends up at the bottom of Old Aperture and flies off with [=PotatOS=], and ''then'' she appears one last time at the end of the Peer Reviews DLC before leaving the facility for good. How did she even get in here?
** Who says it's the same bird? They're obviously breeding in the facility.
** Well, the bird obviously got in originally through the huge cavernous holes in the walls and ceilings exposing the insides of the facility to the outside world when it was a crumbling ruin. As for how it keeps appearing all over the place, there ''are'' interdimensional portals being opened up all over the place. Perhaps the bird's just sort of following you around and accidentally crossing through them without being noticed. Of course, ultimately the answer is RuleOfFunny anyway.
[[/folder]]

[[folder:Wheatley's 'eye']]
* All the other personality cores seen in the games have black pupils. So, why doesn't Wheatley have one? His is more white-ish.
** The other cores may all have black pupils, but they also have different designs. It's possibly Wheatley is just the first one we've encountered so far that doesn't.
[[/folder]]

[[folder:Rick the Adventure Sphere]]
* What happened to Rick? Was he pulled into SPACE with Space Core and Wheatley?
** If you watch closely, he's detached just before Wheatley is. Not sure why he didn't appear in the ending sequence, though. However if you look in the games' sound files ([=GCFScape=] will do the trick to open the gamefiles. Look for a pak01_dir.vpk) theres dialogue that sounds like he was meant to be.
** But that makes me wonder what happened to the Fact Sphere. Was it, too, pulled into space?
[[/folder]]

[[folder: [=GLaDOS=]' head]]
* In one of the last scenes of single-player, you [[spoiler:see [=GLaDOS=] dragging her head back with the claw while it 'wakes up.' But where was it the entire time? How did she stuff herself back into it? Where did the potato go? Also, how was she able to control the claw that she sends the corrupt cores to you with? Perhaps being plugged into the core input thing was part of it, but I don't think I entirely get it.]]
** Since [[spoiler:both wanted control and no one pressed the stalemate resolution button, Wheatley's evacuation from [=GLaDOS=]' body meant that there was nothing preventing her from being in control, possibly even just by being plugged into the core input.]]
** [=GLaDOS=]'s head was probably stored just beneath the chamber. Wheatley removed her CPU from it, and probably just tossed the head aside and promptly forgot about it. It was easy for [=GLaDOS=] to find as soon as she was plugged back in.
** [=GLaDOS=] mentions that Chell needs to stun Wheatley for her to be able to send a core to her. Being plugged into the receptacle gives her some limited access, but unlike Wheatley, [=GLaDOS=] is _good_ at hacking. She can gain access to many systems as long as Wheatley isn't actively opposing her. If he's stunned or heavily distracted, she can do a lot.
[[/folder]]

[[folder: Did Wheatley know his purpose?]]
* Did Wheatley ever give any indication that he knew he was an Intelligence Dampening Sphere and was once attached to [=GLaDOS=] before she said so? This has been bugging me for a while now, because he seems to be surprised about it during that scene.
** I don't think he did. Like you said, he seemed to be surprised by the revelation. and from what we've seen, cores connected to the main A.I. are not entirely conscious (seeing how all the very MotorMouth cores turned almost completly silent when connected), they can probably become aware of the situation if they want to (the Curiosity Core knowing who Chell is, Space and Rick talking while connected to Wheatley) but I [=WMGed=] that they in sort of a sleep-like state when attached. [[FridgeHorror and yes, it does mean you killed the Portal 1 cores only minutes after their first independence thoughts]]
** He didn't seem that confused when [=GLaDOS=] mentioned it to me. More surprised that [=GLaDOS=] was about to reveal it, like he hoped she didn't know (Considering he may have been disconnected from her for a while) or that he hoped she'd be more polite than to reveal something so embarrassing.
[[/folder]]

[[folder: Cutting the neurotoxin lines]]
* One of the puzzles in the game involves using a laser to cut the neurotoxin lines. When this happen, you can see the gas leaking out before the tank implodes. Wouldn't there be enough in the tank to kill Chell or at least make her very sick when it all leaks out? I know there's GameplayAndStorySegregation but that part seems a bit odd.
** If you do it right, she's not in the room that long; maybe the neurotoxin leaked into other chambers as well or got sucked out the pipe when Chell did.
*** Maybe the pipes just feed inactive components into the big compressor, and it doesn't actually become active until after that.
** You're in a pretty big area that probably isn't airtight. Wheatley says he can smell neurotoxin after you cut the first one (don't ask why a core has a sense of smell) but it could be that the neurotoxin:air ratio didn't reach a lethal level before Chell was sucked out. For a real world example, you can smell rotten eggs long before natural gas from a leak reaches a lethal or even harmful concentration.
[[/folder]]

[[folder: Why was the portal gun required?]]
* Why exactly did Wheatley say you needed the portal gun to escape? If I recall right, after he opened the panel there were nothing you couldn't simply jump over (plus, with simply a single-portal device, there wasn't much you could do anyways). The only thing I can think of is that he was too heavy for Chell to carry by herself and she needed the tractor-beam, but then in the Lab Rat comic you can see people carrying around cores without any problem.
** Because [[OverlyLongGag he's Wheatley]]. He's a moron.
** Because he knew that the person who got rid of [=GLaDOS=] and presumably escaped used portal gun to do it.
** Because a portal gun is a GREAT boon to a potential escapee. Being able to transport between two locations as long as there's enough concrete makes getting out of a destroyed and ruined facility much easier.
[[/folder]]

[[folder: Bird eggs]]
* How exactly does a personality sphere with no appendages drop bird eggs into a door?
** A lot of trial and error on a management rail.
[[/folder]]

[[folder: Defective Turret Vision]]
* If the defective turrets can't see anything, how did they know they were facing a woman with a potato?
** I doubt all the Defective turrets were blind.
[[/folder]]

[[folder: I punch those numbers into my calculator, it makes a happy face.]]
* What exactly do you have to punch in a calculator to have it make a happy face?
** "It's an Aperture Science brand calculator, I told the eggheads I wanted a calculator that instead of solving every equation you input into it, it instead displays happy, sad or angry faces. How does that help with mathematics? Who cares?! I'm not paying you to sit around doing math!"
** [[http://ishipitlikeups.tumblr.com/post/61256370232/please-tell-me-you-drew-a-graph-in-the-shape-of-a#axzz3G4RCauOV It could be a graph calculator]].
** He was probably just being metaphorical. As a salesman-turned-science philanthropist (Of a sort), he probably likes using such odd language in an attempt to get on a customer's good side.
[[/folder]]

[[folder: Stalemate Booby Trap]]
* Three questions about the Booby Trap at the end of the game: 1. How did Wheatley even think that he should booby trap the button? Knowing him, he should have forgotten about the whole thing after the transfer! 2: If you pause before the trap goes off, you'll notice it's made out the the bombs used in the fight. The bombs in the fight explode on contact, and these bombs didn't have anything holding them up, so how come these didn't just blow up while Wheatley was making the trap? 3: The Stalemate Button didn't appear to be damaged, so couldn't Chell have just ran over and pressed it? The doors has been blown off by the trap, she wasn't dead, and Wheatley didn't have any sort of way of stopping her!
** Ok, in order: 1. It's mentioned somewhere up above in another folder, that since Wheatley was designed by brilliant minds, he's programmed to make the worst decisions possible rather than necessarily being stupid. He shows himself to be fairly intelligent earlier in the game, so there is some evidence for that. Anyway, booby trapping the stalemate button was the worst possible decision to make because that means [=GLaDOS=] can't be plugged in to save the facility, so it'll explode instead. 2. Who's to say those bombs can only explode on contact? If they did, they'd blow up everything they touched including the launchers that fired them. So it's likely they can also be set to proximity detonate. 3. Wheatley expected the bombs to kill her, as he screams at her in surprise when he sees that Chell survived. As for Chell, not running to the stalemate button (even if it did survive the blast) she was clearly wounded and likely wouldn't have been able to make it in time, hence shooting a portal at the moon.
*** For 1. I didn't mean that. I meant, how would he even realize he should booby trap the button? He was probably too busy soaking in the power following the accidental fall of Chell and [=GLaDOS=], which would have been the ideal time to do it. Then he probably got the "itch" he mentions after the room where you first meet Frankenturrets and tried cheating the system by making Frankenturrets to solve the tests for him. He couldn't have done it while Chell and [=GLaDOS=] were progressing through his tests, as he was watching them progress through.
*** Why would he forget about that? Even if someone is mad with power, they usually make sure that they protect what put them in power. I seriously doubt Wheatley would forget about the stalemate button, considering it put him in that position and can take him out of that position. Do you really think Wheatley can only do one thing at a time while in [=GLaDOS=]' body? For all we know, he did booby-trap the button immediately after punching [=GLaDOS=] and Chell into that pit, seeing as he clearly mellowed out after a while and got the itch to test then. Granted, at the time he likely had no reason to do so, but after they returned Wheatley had plenty of opportunities to set the trap (He rebuilt his entire lair to ensure he doesn't make the same mistakes as [=GLaDOS=], he could have done it at that point). He wasn't just watching Chell and [=GLaDOS=] progress through the chambers, he was also setting up the chambers and traps for them ahead of time, who's to say that's all he was doing. Hell he could have done it in the middle of his fight with Chell. You don't seem to understand how AIs work; even a moronic one like Wheatley is still capable of multitasking and seeing multiple perspectives at once, it really isn't that difficult for computers to do. If [=GLaDOS=] can do it, so can Wheatley.
[[/folder]]

[[folder:Offices in the elevator]]
* Just after old Aperture Enrichment Sphere #6, you begin climbing back out of Aperture. One obstacle is an elevator shaft with a stuck elevator. And, for some reason, offices within the elevator shaft... Why are there offices in an elevator shaft, with windows looking out into said shaft?
** Are you really questioning Aperture Science building practices? Their entire MO is doing everything in the most nonsensical and money-wasting manner possible. In-universe, it's possible that Aperture wanted their employees to get a look at all the famous people serving as test subjects, or to allow monitoring of test subjects without deviating them from their schedules.
[[/folder]]

[[folder:Daytime/Nighttime]]
* At the very end, when you shoot your portal at [[spoiler: the moon,]] it's night out, but when [[spoiler: you're on the moon, North America is in sunlight which should mean that it's daytime at Aperture.]] Unless I'm wrong with how sunlight works, is this a mistake?
** Probably falls under [[RuleOfCool Rule of Cool]]. Seeing Earth is an instantly recognizable [[WhamShot Wham Shot]] of "oh my God, we're on the surface of the ''moon''", and it doesn't work as well if the Earth is in shadow.
** Consider the fact that a short while later, Chell is deposited on the surface in daylight, and that it's a relatively well-known fact that the moon can be seen during the day, and the evidence points to the night sky being the blooper.
[[/folder]]

[[folder:[=GLaDOS=] and her potato body]]
* When you first find [=GLaDOS=] after you and her fall into the lower part of the facility, she is being pecked on by a crow. Except, why does she have any sense of touch in potato body to begin with? Yes, the fact that her normal core has sense of touch does require heavy use of the MST3KMantra, it doesn't make sense for her to be able to "feel" her potato parts.
** For whatever Godforsaken reason that crossed Cave Johnson's lemon-addled brain, he made his AIs capable of feeling pain--probably through electrical signals that translated to the AI's neural network. Wheatley simply transferred that AI core (chip, matrix, what have you) into a potato battery, and he was certainly vengeful enough at that point to include the pain registry. So it's likely not so much the potato as the AI core itself, getting electric shocks from the bird pecking away that translate into pain signals.
[[/folder]]

[[folder:Time problems]]
* So Aperture was perfectly fine on its own when [=GLaDOS=] was dead for years, but [[spoiler:put Wheatley in charge for 2 hours]] and everything goes to hell! If the reason for [[spoiler:the facility almost exploding when Wheatley was in charge]] was that "he made the bad decision to neglect the essential functions required to keep this facility from exploding", then how did [=GLaDOS=] maintain those functions while she was ''dead''?
** One theory constantly tossed around is that the facility was going to explode anyway, and that Wheatley just sped that process up.
** Perhaps there was autonomous functions that kept the facility from exploding, but Wheatley had the "great idea" to shut them off for one reason or another.
** It's stated in Lab Rat that the main power grid was knocked offline when [=GLaDOS=] was destroyed, likely meaning that there was some sort of emergency shutoff that turned off the nuclear reactor powering the facility, and everything we see in Portal 2 prior to her reactivation is the "reserve grid" mentioned in Lab Rat. When [=GLaDOS=] is reactivated, she turns the reactor back on, and Wheatley does something to it during his reign that causes it to start going critical.
[[/folder]]

[[folder: Wheatley's normal voice]]
* Why is Wheatley literally the only Aperture Science AI to not have any traces of synthesizers or computerization in his voice? Out-of-universe, he's supposed to sound like a fast-talking fool who's just making it up as he goes along, but in-universe, why should his voice sound completely human? Is it to invoke SimpletonVoice?
** I didn't remember any synthesizer in the Adventure Sphere's voice, but I went back and listened and you're right--Rick (and the defective turrets) do have a faint but noticeable electronic buzz to their voices. The closest to Wheatley's voice is the Anger Sphere. Maybe they're trying to invoke [[HumanityIsInfectious Humanity is Infectious]], since he spends so much time watching over the smelly humans?
[[/folder]]

[[folder: How did Chell survive?]]
Specifically, how did she survive Bring Your Daughter To Work Day? We know she was there, as evidenced by the fact that she has a potato there, and we know that [=GLaDOS=] floods the enrichment center with neurotoxin on the same day. The fact that Chell was a test subject also means that she was probably still in there when the center was flooded, otherwise why would she come back later? So how did she survive?
** [=GLaDOS=] mentions the scientists putting the cores on her as an attempt to slow her down, and Wheatley is explicitly a core that was made, tested on her, and then discarded (as he's not in the first game.) So there has to have been a passage of time between [=GLaDOS=] being turned on for the first time and flooding the center and her taking complete control of the facility. Chell would just have to have escaped during Bring Your Daughter to Work Day, and come back as a test subject later when she was an adult and before [=GLaDOS=] took over (I think that there's an interview she has as a test subject that also supports this but it's been a while.) So, she clearly did come back. And for surviving that initial day, I guess she held her breath and ran.
[[/folder]]

[[folder: Conversion gel in the non-test areas]]
* Basically what it says: why were walls in areas where a portal gun wasn't expected to be taken into painted with conversion gel? Other than "conversion gel wasn't introduced until the sequel so here they're just white walls that can accept portals" (which is fine if that's the only postulation).
** My assumption was that any smooth, flat, static surface could accept a portal. Painting the walls with conversion gel just makes it easier for an otherwise non-ideal surface to do so. (My headcanon is that those walls being moved that you have to shoot a laser through for one puzzle were covered in the gel; that's why the portals stuck even though you're not supposed to be able to put portals on moving surfaces.)
** To reinforce that point: Conversion gel and/or moon rocks are ''not'' necessary for portals to work. Aperture was testing portals in the 60s and they didn't figure out that moonrock-based gel is a great "portal conductor" until the 80s. Cave Johnson even calls Conversion Gel-based portals "these new portals", clearly meaning that portals on other materials are old tech. Most of the portalable walls you see in the Enrichment Center are just concrete or some similar material.
[[/folder]]

[[folder: Where did all the gel pipes come from?]]
* So, after escaping Old Aperture, three gel pipes are connected to ones from the new facility, allowing gel to be transported into new test chambers. In Wheatley's tests and especially the endgame, gel pipes are almost EVERYWHERE. Even in places such as the Central Core chamber, which we've been in before. How come we didn't see any inactive gel pipes around before Chapter 6? I doubt Wheatley would start installing them, especially since they only become linked to the pumps after escaping Old Aperture.
** Well, the pipers in the modern facility aren't actually pipes meant for the gel. They are transport tubes that transports various things throughout the facility (which includes you and Wheatley at one point, and deadly neurotoxin, as GlaDOS tries to use it when she has you trapped). It could be possible the tubes may have previously been attached to the pipes in the older facility, much like how the newer facility was still attached to previous versions of it. Due to Chell activating the pumps for the gels, those tubes began to pump the gels upwards into the newer facility. So, the pipes were always attached to the new facility, it's just that no one ever thought that anyone would ever go down into the older sections of the facility to turn the pumps on. And eventually, the workers of the newer facility were unaware those pipes were connected, as well as the existence of previous facilities.
[[/folder]]

Added: 32341

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Is there an issue? Send a MessageReason:
Quick note: most of these have just been moved to Portal 2


** Maybe any surface without moon dust on it, since that's what the gel's supposed to be made from.
** Aperture was testing portals before they knew about the properties of the moon rocks, so that can't be the only option. From an in-game perspective, it seems flat white or whitish surfaces support portals. This may not be as silly as it first seems; portals may depend on a material's ability to reflect certain wavelengths of radiation (i.e. light). Other details are a mystery. Density, electrical or thermal conductivity, or even quantum-level properties could have an effect.
** In ''Portal'''s test chambers, portal-conducting surfaces appeared to be concrete. Non-portal-conducting surfaces appeared to be metal. In the maintenance areas, concrete appears to be the only portal-conducting surface, all others being non-conductive. In ''Portal 2'', it appears to be much the same.
*** In the Hammer Editor, the non-conductive chamber surfaces are usually listed as metal.

to:

** Maybe any surface without moon dust on it, since that's what the gel's supposed to be made from.
** Aperture was testing portals before they knew about the properties of the moon rocks, so that can't be the only option. From an in-game perspective, it seems flat white or whitish surfaces support portals. This may not be as silly as it first seems; portals may depend on a material's ability to reflect certain wavelengths of radiation (i.e. light). Other details are a mystery. Density, electrical or thermal conductivity, or even quantum-level properties could have an effect.
** In ''Portal'''s test chambers, portal-conducting surfaces appeared to be concrete. Non-portal-conducting surfaces appeared to be metal. In the maintenance areas, concrete appears to be the only portal-conducting surface, all others being non-conductive. In ''Portal 2'', it appears to be much the same.
***
In the Hammer Editor, the non-conductive chamber surfaces are usually listed as metal.



[[folder:The portal at the end of Portal 2]]
* Has anyone ever noticed that, when you're going to shoot [[spoiler:the moon]], ''both'' the portals being displayed are orange? I mean, if you look to the side, the orange portal is in the roof of the Stalemate Button room, and the other portal below [[spoiler:Wheatley]] is also orange, independent if it was orange before. I know it's because [[ButThouMust you really can't miss that one shot]], but still, it's a little odd. The game designers could have made a game over screen, [[VideoGame/TorinsPassage Torin's Passage's ending]] style.
[[/folder]]



** 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.
** To make her feel bad. [=GLaDOS=] is mean.
** It's worth noting that [[spoiler:Wheatley]] does it too when [[spoiler:he replaces [=GLaDOS=]]].

to:

** 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.
** To make her feel bad. [=GLaDOS=] is mean.
** It's worth noting that [[spoiler:Wheatley]] does it too when [[spoiler:he replaces [=GLaDOS=]]].
you. Also, she's just mean.



** [[DoHoHo Because he's voiced by Stephen Merchant.]]
*** I know the Real Life reason,but what's the In-universe explanation
*** Because Aperture hired a British guy to voice him? It's not that uncommon if you want a varied group of voices, and they had a lot of personality spheres.
** Sure, the robots all have American accents, but they're hardly uniform. Listen to the way the different spheres talk, and then compare it to the turrets/defective turrets. They're all from different regions and have their own distinctive flair.
** One of the stated reasons that Valve hired Stephen Merchant was because he could speak very quickly and still be understood. Maybe that's enough to be the InUniverse reason as well.
** Women love British accents, so [=GLaDOS=] would be less likely to just tune him out if he's got a British accent.
*** If we expanded on this it could be said that it would be harder in general for [=GLaDOS=] to ignore him. He's speaking fast and in an accent that you wouldn't normally hear in Idaho making him harder to tune out or turn into just general background noise.
** Probably because they felt like it. This is Aperture Science, after all.
** It was probably supposed to be a bit of fridge brilliance - Americans typically associate intelligence with 'British' accents (when they're really thinking of an English accent, not a Scottish or Welsh one, which also fall under the heading of British, but moving on), but Wheatley's accent is one typical of someone from the West Country region of England, and stereotyped as not being particularly bright.
** 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.
* 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.

to:

** [[DoHoHo Because he's voiced by Stephen Merchant.]]
*** I know the Real Life reason,but what's the In-universe explanation
*** Because Aperture hired a British guy
Given his job was to voice him? It's not that uncommon if you want a varied group annoy her with an endless string of voices, and bad ideas, maybe they had a lot of personality spheres.
** Sure, the robots all have American accents, but they're hardly uniform. Listen to the way the different spheres talk, and then compare it to the turrets/defective turrets. They're all from different regions and have their own distinctive flair.
** One of the stated reasons that Valve hired Stephen Merchant was because he could speak very quickly and still be understood. Maybe that's enough to be the InUniverse reason as well.
** Women love British accents, so [=GLaDOS=] would be less likely to
just tune wanted to give him out if he's got a British accent.
*** If we expanded on this it could be said that it would be harder
good, distinct accent so he wouldn't blend in general for [=GLaDOS=] to ignore him. with the other ones in her ear. He's speaking fast and in an accent that you wouldn't normally hear in Idaho making him harder to tune out or turn into just general background noise.
** Probably because they felt like it. This is Aperture Science, after all.
** It was probably supposed to be a bit of fridge brilliance - Americans typically associate intelligence with 'British' accents (when they're really thinking of an English accent, not a Scottish or Welsh one, which also fall under the heading of British, but moving on), but Wheatley's accent is one typical of someone from the West Country region of England, and stereotyped as not being particularly bright.
** Tiptoeing into WildMassGuessing territory here,
WMG 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.
* Given his job was to annoy her with an endless string of bad ideas, maybe ** Maybe they just wanted to give him a good, distinct accent so he wouldn't blend in with the other ones in her ear.felt like it. This ''is'' Aperture Science, after all.



[[folder: The location of the final chamber.]]
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?
* I guess the chamber is moveable, like most of the facility.
** 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.
* 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.
*** Because she just saw a Test Subject defeating another A.I using the MOON? I think getting the place as far from the surface as she can is a pretty good idea
* Chell shoots the moon at night and comes out at day. I think it's imply several hours had passed, enough time for [=GLaDOS=] to move the chambers for whatever reason. WMG here: [=GLaDOS=] planned the entire ending, she moved her chamber, prepared the turret opera, fished out the cube from incinerator, and placed Chell on the elevator once she awake.

to:

[[folder: The location of Victory Candescence Room]]
* Why was
the final chamber.]]
When
firepit trap so easily escapable with portal-walls and a convenient ledge up ahead? In the roof of Weatley's chamber collapses, you can see second game, even [[spoiler: an idiot was smart enough to make his deathtrap non-portalable (though he didn't account for the sky and the Moon through it. Apparently the chamber is on the surface or near it (the ceiling is high, sure, but not conversion gel)]].
** A Headscratcher above proposes
that high). Yet after with a Morality Core attached, [=GLaDOS=] lets you go, you have ''had'' to take provide a lift way out of the death trap, which would [[LoopholeAbuse technically]] classify it as a "test". Most test subjects would just lay down and go multiple floors up, and when you finally emerge, die in the face of danger like that, but Chell was different. (In fact, there are no structures on the ground. So, where was anecdotes that chamber?
* I guess
some players genuinely thought that was just how the chamber is moveable, like most of the facility.
** 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.
* 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
game ended and [=GLaDOS=] moved it back down while bring the facility back didn't bother trying to relative order. It's clearly nowhere near the surface when escape.) Chell and Wheatley confront her before The Fall so that location might be where she returned it to.
*** Because she
was just saw a Test Subject defeating another A.I using the MOON? I think getting the place as far from the surface as she can is a pretty good idea
* Chell shoots the moon at night and comes out at day. I think it's imply several hours had passed, enough time for [=GLaDOS=]
first one to move the chambers for whatever reason. WMG here: [=GLaDOS=] planned the entire ending, she moved her chamber, prepared the turret opera, fished out the cube from incinerator, and placed Chell on the elevator once she awake.
figure it out.



[[folder: Time asleep]]
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?
* The amount of 9s said by the computer, though it is likely far less time.
* The amount of overgrowth in the facility seems to imply that more than a few decades have passed. I typically side with the 300 years crowd, but there was a video where someone defended the theory that it was '''50,000''' years in the future.

to:


[[folder: Time asleep]]
Why does everyone seem to think that Chell was in suspension for centuries, when
Turret Muzzle Flash]]
* If
the evidence we have from Turrets fire 65% more bullet per bullet by firing the first chapter, The Courtesy Call, only suggests whole bullet, and use a few decades?
* The amount of 9s said by the computer, though it is likely far less time.
* The amount of overgrowth
spring to propel them like in the facility seems to imply that more than trailer, why do they create muzzle flashes?
** The spring is really shiny and it's actually just
a few decades have passed. I typically side with reflection of the 300 years crowd, but there was a video where someone defended the theory that it was '''50,000''' years in the future.ceiling lights?



[[folder: Greg.]]
So, why do have Greg instead of Caroline in the Perpetual Testing Initiative? Is it just for the sake of the DevelopmentGag, or was Ellen [=McLain=] not available, or...?
* More likely Cave just has more than one assistant.
* Nobody said that ''Portal'' and ''Portal 2=] happen on the same universe as the [=PeTI=]'s "Earth 1".
** [[spoiler:Confirmed.]] After pulling you out of Computer!Cave's universe, [[spoiler:Earth-1 Cave has the [=GLaDOS=] project scrapped.]]

to:


[[folder: Greg.]]
So, why do have Greg instead of Caroline in
Incinerating Cores]]
* If all Aperture Science products can withstand temperatures up to 4000 Kelvin (as we see a radio and
the Perpetual Testing Initiative? Is it just for Companion Cube do), how does dropping [=GLaDOS=]'s detached cores into the sake of the DevelopmentGag, or was Ellen [=McLain=] not available, or...?
* More likely Cave just has more than one assistant.
* Nobody said that ''Portal'' and ''Portal 2=] happen on the same universe as the [=PeTI=]'s "Earth 1".
incinerator achieve anything?
** [[spoiler:Confirmed.]] After pulling you out of Computer!Cave's universe, [[spoiler:Earth-1 Cave has the WeaselWords, perhaps? [=GLaDOS=] project scrapped.]]said "safely operational", which especially given it's Aperture might just mean "it won't explode on you". Doesn't imply anything about how well it will still function.



[[folder: Victory Candescence Room]]
* 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.
** See the Headscratcher above about her trying to incinerate Chell while having a Morality Core. Per the Core's orders to not directly kill anyone, she ''had'' to provide a way out of the death trap. Chell was just the first one to figure it out because, as mentioned, she's the first one to not just accept her death.

to:

[[folder: Victory Candescence Room]]
* I know
[[folder:Portals invented after the gameplay reason for this, but why was Combine invade?]]
* On
the firepit trap so easily escapable with portal-walls and a convenient ledge up ahead? In Aperture website (or perhaps it's 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 Combine Overwiki), it says that Aperture lost 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
race to be tested (because she was such a {{Determinator}}) so [=GLaDOS=] would never expect a test subject would even try to escape.
** See the Headscratcher above about her trying to incinerate Chell while having a Morality Core. Per the Core's orders to not directly kill anyone, she ''had'' to provide a way out of the death trap. Chell was just
the first one to figure it out because, as mentioned, she's invent working portal technology when Black Mesa opened their interdimensional portal to the first one Combine. But in the boots video, which is before Cave Johnson's death as evidenced by his voiceover, we see Chell using the ASHPD while testing the boots. Presumably this took place before the Combine invaded. So how..?
** Aperture lost the race
to not just accept her death.invent ''interdimensional'' portal technology. Their ''intradimensional'' quantum-tunneling device was useful, but dangerous and often sent you through time as well as space--hence why they spent so long testing it.



[[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!
** Maybe it's because it's even funnier that actually only [=GLaDOS=] said a lot of things that only Chell is going to regret?
** 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.
** [=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.

to:

[[folder: [=GLaDOS=] and Her Strange Wording]]
[[folder:Getting moon rocks]]
* Perhaps this is So if moon rocks were so expensive they could hardly afford them, why didn't cave just [=GLaDOS=] being [=GLaDOS=], send someone up to the moon in a pressurized suit using an airlock and a portal gun so he could go grab some?
** Cave is the type of person to build a giant turret just to make an animation of one. It's too sensible for Aperture Science.
** Or maybe they did? I'm not sure in what proportion the moon dust would have to mix into the gel,
but during they have A LOT of portal gel to spare throughout the "You Monster!" scene game.
** One could assume they ''did'' try to collect some
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!
** Maybe it's
60s, but because it's even funnier that actually only [=GLaDOS=] said a lot of things that only Chell is going the "Senate hearings on missing astronauts" had to regret?
abandon it or cover it up for the time being.
** Alternatively, we know what [=GLaDOS=] He was fucking broke. I think he said that Chell is going to regret, but what did Chell say? A whole lot some scientists told him he couldn't afford seven dollars worth of nothing. [=GLaDOS=] is going Lunar Rocks, let alone the amounts needed to make Chell regret her stubborn refusal to speak back.
** [=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
all that Chell 'murdered' her so portal gel. He probably wasted the majority of the company's funds on that.
*** They only found out moon rocks were good for holding portals until after they bought them and ground them up. Granted, they could have found out sooner by just shooting the moon, but
that she can [[NeverMyFault play would require rational thought and it wouldn't be Aperture Science unless they were doing something ass-backwards by warping the victim card]]. The fact fabric of space-time with dangerous and experimental technology while being shot at and poisoned.
*** He didn't need
that she claims they're both at fault is entirely consistent with [=GLaDOS=]'s whole MO much of unfairly trying a moon rock. He needed enough to paint Chell as single wall. Shoot portal to painted wall. Second to moon. If you already have prepared astronauts, so just send them throught it, collect moon rock. It is possible in that way to do huge mining operation, but it need some rocks to boot it up.
*** Yes, but that would assume that Cave is known for consistently good decisions. He obviously bought $70 million worth of moon rocks and ground them up in a fit of impulse, and ''then'' discovered he could get more for free.
** Yes, once they found out that they could portal to
the bad guy moon now, they could secretly get all of the moon rocks they could carry, but the valuable thing about moon rocks is their provenance (ie, that they are known to be from the moon); a moon rock that no-one outside of Aperture knows is a moon rock is just a rock that is unusually dry and herself has other differences only measurable with geochemical analysis. So, yes, they can make as a wronged, wounded innocent.much conversion gel as they want, but they have no way of getting recouping the $70 million. Also, moon rocks are valuable because of their rarity, and suddenly having tonnes and tonnes of them from out of nowhere, with the obvious explanation that you have some undisclosed method of getting tonnes more, will tend to drop the price (cf, [[https://en.wikipedia.org/wiki/Amethyst amethyst]], which was once an extremely precious stone on par with diamond and emerald but lost most of its value when we got access to huge deposits in Brazil in the 18th century).



[[folder: Wheatley's Name]]
* Obviously 'Wheatley' is a nicer-sounding, less spoiler-y name, but I digress. Why doesn't he call himself the ID Core, like the Fact Core or the Space Core? The Adventure Core refers to himself as Rick, so it's a possibility that some cores just choose human-sounding names for themselves, but Wheatley is a fairly uncommon ''last'' name. I know (and readily accept) the Blue Sky take on this, but I'm curious as to whether there's a canon explanation.
** 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".]]
** Plus the fact that the Name "Bad Decision Core" would have been to much of a giveaway to [=GLaDOS=]. Would you rather listen to someone calles Wheatley or "Bad Decision Guy" when he suggests a plan, given that it doesn't sound horrible right from the start (Most of Wheatleys Plans are like this after all).

to:

[[folder: Wheatley's Name]]
[[folder:The logo on the Borealis]]
* Obviously 'Wheatley' This one is about a small PlotHole that I found. In Episode 2, the Borealis has the modern Aperture Science logo on it. In Portal 2, you find the Borealis' former Drydock. Sounds fine, right? Notice the logo hanging in the lobby and in the loading screen. Why would they be using a logo from the future on their gigantic ship? How would they know what it'd look like?
** The ship may be newer than the drydock. It's not inconceivable that they didn't update the logo.
** Alternatively, they updated the logo on the ship later on at some other harbor.
*** Outside of story reasons, I figured they threw that in there as a way to say "Episode 3 is coming, just be patient" by referencing where you were heading at the end of Episode 2.
** More to the point, what
is a nicer-sounding, less spoiler-y name, but I digress. Why doesn't he call himself the ID Core, like the Fact Core or the Space Core? The Adventure Core refers ''ship dock'' doing several kilometres ''underground''?
*** If you are going
to himself as Rick, so run some crazy teleportation experiment that you don't want a certain rival company to see... Well, it's a possibility probably the best place to put it.
** Based on the [[http://half-life.wikia.com/wiki/Borealis#Miscellaneous documents]] from the screenshots in ''Half-Life 2'', we know
that the Borealis was in service for some cores just choose human-sounding names for themselves, but Wheatley is a fairly uncommon ''last'' name. I know time before she disappeared. Since ice breaking ships need to be refurbished after 20-30 years of service (and readily accept) the Blue Sky take on this, but I'm curious as to whether there's a canon explanation.
** I personally think Wheatley's name itself foreshadows the ending. [[spoiler:After the Turret Opera,
AI version of [=GLaDOS=] lets you out into was being developed as a wheat field. Wheatley's name means "wheat field".]]
** Plus the fact
new fuel system de-icer), it's probably safe to assume that Aperture's engineers were trying to teleport the Name "Bad Decision Core" would have been ship back to much of a giveaway to [=GLaDOS=]. Would you rather listen to someone calles Wheatley or "Bad Decision Guy" the underground drydock for upgrades when he suggests a plan, given that it doesn't sound horrible right from the start (Most of Wheatleys Plans are like this after all).she vanished.



[[folder: Turret Muzzle Flash]]
* If the Turrets fire 65% more bullet per bullet by firing the whole bullet, and use a spring to propel them like in the trailer, why do they create muzzle flashes?
** The most probable answer is "a strobe light." Remember, anyone who uses it will ''expect'' to see some kind of a muzzle flash.

to:

[[folder: Turret Muzzle Flash]]
* If
[[folder:Submerging the Turrets fire 65% gun in gel]]
* One of the warnings you get when you pick up the portal gun is to never submerge the device in liquid, even partially. In Portal 2, you can literally stand in a never ending cascade of the various gels without issue. And of course, there are two parts of the game where the gun can safely touch water (including when the sprinklers come on after the final boss fight).
** Maybe the gels were designed with the ASHPD in mind? Or they're simply not conductive? As for the sprinklers, that hardly counts as "submerging".
*** I always got the impression the gels were oil based anyway, sort of like paint.
** Doing something you're not supposed to do isn't always going to result in catastrophic consequences 100% of the time, you know.
*** I always figured it was supposed to be a joke on how Aperture Science is
more bullet per bullet by worried about the ASHPD falling into deadly water than the tester drowning. The Trailers basically confirm this.
*** The gels being potentially paint-based still doesn't explain the pouring water in some of Cave's test chambers that you can clearly submerge the portal gun in. Another lie from [=GLaDOS=], perhaps?
*** Or it's a new, waterproof model of the Portal gun in the second game.
*** According to the PTI, it's not water, but "Cleaning Gel"
** Remember [[SelfDemonstrating/GLaDOS who]] gave you those warnings: an [[SelfDemonstrating/GLaDOS insane AI]] who was just trying to mess with Chell's mind. After all, every ''other'' warning that you get in that sequence turned out to be false ("Do not touch the operational end of the device?" Why not, [=PotatOS=] seemed fine to me. "Do not look directly at the operational end of the device?" You can stand right in front of it as it's
firing the whole bullet, and use be perfectly fine. "Most importantly, under no circumstances should you...?" Yeah, that's a spring to propel them like in the trailer, pretty [[FakeStatic convenient malfunction]], don't you think?), so why do they create muzzle flashes?
** The most probable answer is "a strobe light." Remember, anyone who uses it will ''expect'' to see some kind of a muzzle flash.
not that one?



[[folder: Bird]]
* How did a bird end up 4000 feet below sea level?
** It might have once been a test subject, or the descendant of a test subject.
** 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.

to:

[[folder: Bird]]
* How did a bird end up 4000 feet below sea level?
** It might have once been a test subject, or
[[folder:Invention of the descendant gels]]
* You find the Repulsion Gel and Propulsion Gel inside the 50s-60s era Aperture Innovations testing spheres. Yet the Combine Overwiki places the creation
of a test subject.
Repulsion Gel at 1998. What the hell?
** 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 history 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. not publishing it's findings. Chances are are, Black Mesa (or another group) independently came up with repulsion gel in '98.
** The Combine Overwiki ''is'' a wiki, you know. I could go and change
the bird (or some ancestors thereof) originally stumbled into things at a point fairly close date for you if it'd make you feel better.
*** OP here, bad research on my part. 1998 is the year that the Gels were released as products
to the surface and just somehow got caught up in all public, not the chaos until year they ended up at were invented. My bad.
** The wiki is currently having some issues reconciling
the bottom. timeline (as the stuff we find out in Portal 2 doesn't mesh with the official timeline we previously had, such as the notion that the Portal Gun was invented during Cave Johnson's time and not something he decreed they work on on his death bed decades later)



[[folder: Incinerating Cores]]
* 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?
** 4001 degrees Kelvin.
** Considering the financial straits Aperture Science was in when [=GLaDOS=] was built, maybe they had to outsource the production of the cores to someone who could build them cheaper, but less durable. Or maybe they had to cut corners on their development themselves.
** Alternatively, maybe they can't actually withstand those temperatures; the only one who says they can is [=GLaDOS=], and she's known for being a lying liar who lies. (As for why the radio and companion cube survived, who says the incinerator fires were that hot?)

to:

[[folder: Incinerating Cores]]
* If all Aperture Science products can withstand temperatures up to 4000 Kelvin (as we see a radio and
[[folder:Gravity on the Companion Cube do), how does dropping [=GLaDOS=]'s detached cores moon]]
* The moon ''does'' have gravity, even though it's less than Earth's. When Neil Armstrong walked on the moon, he didn't go flying off
into space, he just bounced with each step. Wheatley should be sitting on the incinerator moon's surface, not floating out in space.
** The pressure differential meant that air (and everything else) was rushing out the blue portal ''very'' quickly. If a homerun can
achieve anything?
** 4001 degrees Kelvin.
** Considering
lunar escape velocity, Wheatley definitely did.
*** As of this writing,
the financial straits Aperture Science fastest homerun ever measured was 195.9 km/h. This is less than 0.06 km/s -- far below the moon's escape velocity of 2.4 km/s. If a baseball ever attained ''that'' incredible speed in a regular stadium (i.e. one with an Earth-normal atmosphere), the shockwave alone would rupture the eardrums of everyone present, kill a lot of them, and most likely damage the structure of the stadium beyond repair. I think the sub-orbital trajectory theory given below is correct.
** The lunar escape velocity is 2.4km/s, which is unlikely to be achievable just from the speed of the air coming through the portal, especially since it is not confined to anything like a gun barrel. You might save a little speed by saying that Wheatley went into a lunar orbit instead of strictly "escaping", but not that much. Call it RuleOfFunny.
*** Maybe Wheatley is just in a high sub-orbital trajectory that will eventually impact the lunar surface.
** He might've also gained a bit of speed
when [=GLaDOS=] knocked him off the mainframe with that mechanical arm.
** The air pressure on Earth is about 100kPa. That means that the force exerted over a portal (about 1 square meter) is 100kN. If Wheatley is 10kg then his acceleration is 10kms^-2. Apply that force for 1s and he's already traveling at 4 times faster than escape velocity.
*** That's pressure over the ''entire'' portal area. Wheatley is much smaller and would only experience a fraction of that pressure. And 1 second is very genereous; he
was built, maybe they had likely exposed to outsource any significant pressure for a fraction of that time (from the production moment [=GLaDOS=] knocked him off until the the effects of the cores to someone who could build them cheaper, but less durable. Or maybe they had to cut corners on their development themselves.
** Alternatively, maybe they can't actually withstand those temperatures; the only one who says they can is [=GLaDOS=], and she's known for being a lying liar who lies. (As for why the radio and companion cube survived, who says the incinerator fires were that hot?)
air became negligible).



[[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.
** 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).
** He's not dumb. He just makes exceptionally horrible decisions. The decision to use neurotoxin instead of something more fast acting, like the acid floating around in the chambers, fire, or even turrets (like [=GLaDOS=] first tried to use), was probably one of his bad ones.
** This Troper is not 100% sure but thinks that Wheatly mentioned after destroying the Neurotoxin tank, that [=GLaDOS=] could rebuild it, given enough time and Wheatley had quite a few hours to do so. He is, as stated above, not dumb but bad at decisions. His plan on how to make [=GLaDOS=] harmless and defeat her, worked pretty good after all, it was the outcome of the Plan. Wheatley being in Control of everything was the horrible part of it.

to:

[[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.
** 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
[[folder:What is anything to go by).
** He's not dumb. He just makes exceptionally horrible decisions. The decision to use neurotoxin instead of something more fast acting, like the acid floating around in the chambers, fire, or even turrets (like
[=GLaDOS=]?]]
* What exactly IS
[=GLaDOS=] first tried at this point? A Genetic Lifeform and Disk Operating System? Okay. The new boss of Aperture Science due to use), the last request of Cave Johnson? The acronym's vague enough to make those two compatible. But how can she also be a fuel-system de-icer gone horribly wrong? It seems contradictory.
** Genetic Lifeform and Disk Operating System and de-icer were ''supposed'' to be - well, not contradictory, but they made unnecessary work out of de-icing. In terms of Caroline, it's possible they killed two birds with one stone: "Well, we need a system to support Caroline's brain and we have this big life system here. Let's put it in."
** From how I understood it, based on the slideshow easter egg from Portal 1: In the 80's Black Mesa was, as always, getting tons more government funding than Aperture. Aperture
was probably one desparately trying to impress the government by how better they were than Black Mesa, and somehow got wind of his bad ones.
** This Troper is not 100% sure but thinks
the fact that Wheatly mentioned after destroying they were building a fuel line de-icing system. They wanted to one-up Black Mesa, so they integrated their fuel line de-icing system with the Neurotoxin tank, newly created [=GLaDOS=]/Computer Caroline, while somehow keeping the cost below that of Black Mesa's system. [=GLaDOS=] could rebuild it, given enough time and Wheatley had quite is still officially a few hours to do so. He is, as stated above, not dumb fuel line de-icer, but bad at decisions. His plan on how is really a DOS hooked up to make the mind of Caroline.
***
[=GLaDOS=] harmless and defeat her, worked pretty good after all, Caroline are almost nothing alike, personality-wise - [=GLaDOS=] is basically a high-tech passive-aggressive AI with the VirtualGhost of Caroline in her brain. She even states so herself at the end: "Caroline lives in my brain".
* The idea of [=GLaDOS=] being a needlessly overcomplex de-icer makes a degree of sense given Aperture's two favorite ways of doing things: A) taking a simple problem and making a needlessly complex solution (developing a quantum tunneling device as a possible shower curtain system) and B) taking extremely advanced technology and putting
it to bizarrely trivial purposes (developing a gel with lossless kinetics and trying to use it to bounce food out of dieter's stomachs). If it's option A, they felt a de-icing system was the outcome of perfect place to put a complex super-AI. If B, they had a complex super-AI and said "You know what this would do really well? Run the Plan. Wheatley being in Control of everything was the horrible part of it.de-icer."



[[folder: Aperture's Maintenance]]
+ [=GLaDOS=] said that when Wheatley took over the facility, he must have decided not to maintain the functions that keep Aperture from blowing up. But nobody was maintaining the facility when [=GLaDOS=] was dead, in between Portal 1 and 2. And clearly a long time passed between 1 and 2. So why didn't the facility blow up then?
** In Lab Rat, it's shown [=GLaDOS=]' destruction shook the place apart but didn't cause total power loss - emergency low-power functions were probably still online. But when Wheatley is in control, the facility is at full power and you can see fires, collapsing infrastructure, so on and so forth. Wheatley probably also disabled failsafes under the impression that they were only in his way or making annoying sounds.
* Being an idiot, Wheatley may have thought the only thing Glados did was test when in fact her functions involve maintaining Aperture. Even as her testing activities were offline, her backup kept the basics going. It's not that he decided to stop maintaining. He may have forgotten to, or didn't bother to.

to:

[[folder: Aperture's Maintenance]]
+ [=GLaDOS=] said
[[folder:Poisonous Conversion Gel]]
* Cave Johnson says
that when Wheatley took over ground up moon rocks are "pure poison." Chell comes into contact with, and can even bathe herself in, Conversion Gel multiple times throughout the facility, he must game, and yet she's completely fine? How does this work?
** It is possible that Cave Johnson was simply allergic to moon rocks. Goodness knows that his grasp of science isn't exactly error-free...
*** Or that Chell really does only
have decided not to maintain the functions that keep her "short sad life back". Then again Aperture have had 50 years of research and you bet finding a cure was one of Cave's top priories, maybe they made it safe by the time we find it.
** Maybe the poisoning happens when moon dust is inhaled. With the gel, there's no dust to poison you.
** Johnson did mention something about suspecting that jumping through portals laid on conversion gel might reverse the effect. Unlikely as it may be, perhaps he was right.
** Poison =/= Acid. The first two gels were attempts at creating a dietary product. Chances are the moon-gel was a third attempt that Cave tried on himself.
** Also notice how Chell can be covered in the blue gel and not have her skeleton disintegrated, despite Cave's warnings.
*** This is the same man who thought going through a portal would somehow ''suck the poison out''. I think it's safe to say he was just as unreliable a narrator as anyone else and possibly so nutty by that point that he wouldn't know the moon
from blowing up. But nobody was maintaining the facility when [=GLaDOS=] was dead, in between Portal 1 and 2. And clearly a long time passed between 1 and 2. So why vat of mercury.
*** He
didn't say the facility blow up then?
** In Lab Rat, it's shown [=GLaDOS=]' destruction shook
Repulsion Gel would ''disintegrate'' your skeleton, it said that it ''doesn't like'' the place apart but skeleton. This could mean any number of things.
*** [[FridgeHorror Also, maybe it ''would'' "suck the poison out" if these are the same portals that could strip you of your skin.]] [[BodyHorror The poison would drain out with all your bodily fluids.]]
*** Maybe they did work out the ingredient that doesn't like the human skeleton and fixed it? They
didn't cause total power loss - emergency low-power functions were probably still online. But when Wheatley is in control, update the facility is at full power and you can see fires, collapsing infrastructure, so on and so forth. Wheatley probably also disabled failsafes under recording because that test area was condemned, but the impression tubes all run from the same reservoir which got updated gel.
** The poison thing has a basis in real life: Inhaling lunar dust has effects similar to inhaling asbestos. However, it's only hazardous as a dust, not as a liquid.
** Or maybe the effects are not immediate, just like many real-life poisons.
** Cave says that "ground up moon rocks" are poisonous. He doesn't say "conversion gel" is poisonous. Maybe they put something into the gel that negates the poisonous effects?
** Moon dust (which would result from grinding up moon stones) have very nasty nanostructure in
that they were only basically destroy any cells they come in his contact with in your lungs and due to their size, your body has no way or making annoying sounds.
* Being an idiot, Wheatley may
of getting them out of there (because dust particles are much smaller than dust your lungs usually have thought the only thing Glados did was test when in fact her functions involve maintaining Aperture. Even as her testing activities were offline, her backup kept the basics going. to deal with). It's more or less the same as asbestos, which incidentally is perfectly safe as long as you are not making dust out of it. From what I gather, moon dust is a lot more dangerous than asbestos dust though. The dust, because of the size and high toxicity, could also go through several safeguards and enter your lungs. Symptoms Cave exhibits (coughing mainly) are consistent with the sort of lung failure that he decided would follow moon rock poisoning. In gel form, I don't see any reason as to stop maintaining. He may have forgotten to, or didn't bother to.why it would still be dangerous (it could be, a likely symptom it would be causing, if there were any, would be severe rash and potential eye damage if you get that stuff in your eyes, but that's speculation). I'm much more concerned about that gel that "we haven't quite managed to figure out what element it is, but it's a lively one, and does not like the human skeleton". It could be that it needs to be digested for it to be able to react with your bone structure, but still, yikes.
* Also, Chell was only exposed to Conversion Gel for a few hours, while Cave worked with it for years.



[[folder: Killing [=GLaDOS=] in Portal 1]]
* In ''Portal 2'' it's revealed that cores are foreign AIs attached to [=GLaDOS=] in an attempt to control her. So why in ''Portal 1'' did destroying all of [=GLaDOS=]' cores destroy her?
** The cores from ''Portal 2'' are faulty ones. When you dismantle [=GLaDOS=] in ''Portal 1'', you are also hitting her with rockets. The combined stress of missile fire and ripping working (though still a bit insane) cores off destabilized the system enough to shut it down. As shown in ''Portal 2'', the [=GLaDOS=] personality was still intact after the machinery got reactivated, it had just lacked functional hardware work with up until then.

to:

[[folder: Killing [[folder:[=GLaDOS=]'s new body in her old location]]
* If the chamber where
[=GLaDOS=] in Portal 1]]
* In ''Portal 2'' it's revealed
re-activates is the same chamber that cores are foreign AIs attached to [=GLaDOS=] in an attempt to control her. So you killed her in, why in ''Portal 1'' did destroying all does she have her new body instead of [=GLaDOS=]' cores destroy her?
the old one?
** Because last time the entire thing was blown outside the complex. Presumably the bots put her back together but couldn't boot her up.
** It's just a style retcon, like Chell having boots instead of implants.
***
The cores from ''Portal 2'' are faulty ones. When you dismantle [=GLaDOS=] in ''Portal 1'', you are also hitting boots aren't a retcon, actually. The comic shows that her with rockets. The combined stress of missile fire and ripping working (though still a bit insane) cores off destabilized the system enough to shut it down. As shown in ''Portal 2'', the [=GLaDOS=] personality was still intact knee implants were destroyed after she killed [=GLaDOS=]. The boots are their replacement.
** Maybe Jerry and
the machinery got reactivated, it had just lacked functional hardware other nanobots in the work with up until then.
crew tries to help fix her up?



[[folder: Old Test Shaft Construction Timeline]]
* After Wheatley throws Chell and [=PotatOS=] down the shaft, we start to encounter dates painted on the walls; presumably these are the construction dates for various parts of the old facility. The abandonment hatch to Test Shaft 09 Zulu Bunsen is dated 06 15 1961. The area just beyond that, with the foyer and the elevator tower, is dated 1952. The first three test spheres are dated 1953, 1957, and 1958, respectively. So far, so good. But Pump Station Beta is dated 1971, ''ten years'' after the shaft was supposedly abandoned. Spheres 4 and 5 are dated 1972 and 1976. Immediately after exiting Sphere 5, you're looking at a wall marked 1978. Pump Station Gamma is dated 1982, while the offices immediately after are dated 1981. Sphere 6 has two dates on different parts of the interior wall surrounding the conversion gel pipe, 1982 and 1986; one assumes the four-year construction time for the relatively simple test area was due to Aperture's financial difficulties. If the shaft was abandoned in June of 1961, why was Aperture still constructing test chambers in it at least twenty-five years later?
* They abandoned it in the 1960's, then reopened it in the 70's. Probably looking looking for a hidden place to continue with the testing.
* It is odd, but I assume that only the bottom levels were abandoned, and they kept moving up after filling too many side labs with concrete.
* Cave Johnson: "Alright this next test may involve trace amounts of time travel. So word of advice: if you meet yourself on the testing track don't make eye contact. Lab boys tell me that'll wipe out time - entirely. Forward and backward. So do both of yourselves a favor and let that handsome devil go about his business."

to:

[[folder: Old Test Shaft Construction Timeline]]
[[folder:Chell's age]]
* After Wheatley throws If Chell and [=PotatOS=] down was a kid at the shaft, we time of the Bring-Your-Daughter-To-Work Day Massacre on May 16th, then she was in the relaxation pod for about twenty years before being woken up at the start to encounter dates painted of Portal 1. That means that she was still growing up into womanhood despite being in stasis. If that is the case, then why does she not age over the span of time she spent trapped in the Relaxation Chamber in Portal 2?
** There is nothing in the comic that imply that Chell could be one of the kids from the bring-your-daugther-to-work Day, so maybe the "Chell" name
on the walls; presumably these are the construction dates for various parts of the old facility. The abandonment hatch to Test Shaft 09 Zulu Bunsen potato experiment is dated 06 15 1961. The area just beyond that, with the foyer and the elevator tower, is dated 1952. a red herring.
**
The first three test spheres are dated 1953, 1957, and 1958, respectively. So far, so good. But Pump Station Beta is dated 1971, ''ten years'' after the shaft was supposedly abandoned. Spheres 4 and 5 are dated 1972 and 1976. Immediately after exiting Sphere 5, Lab Rat comic specifically states that she'll be in cryo-sleep. Try aging when you're looking at a wall marked 1978. Pump Station Gamma is dated 1982, while HumanPopsicle.
** Or maybe
the offices immediately after Bring Your Daughter to Work Day happened quite a long ago, and that particular level was abandoned completely because of what happened there.
** It's also very possible that she was sleeping for hundreds of years before the first but only 30 years preceding the second. She didn't stop aging, just aged veerrrryy slowy. So let's say 100 years in cryo-sleep=10 years of aging. She was about 10 on BYDtW Day, then aged 10-15 years over the course of 100-150 years of cryo-sleep. She then aged only 3 years before Portal 2.
*** I feel I should mention that you don't age at all during Cryo-sleep. For you to visibly age in any semi-realistic cryo-sleep, you'd have to stay asleep for hundreds of thousands of years, probably millions of years(cryosleep generally uses temperatures below -170C, which means chemical reactions, including anything aging-related, happen roughly one millionth the rate they happen at room temperature). If you age, at all, it's not cryosleep but suspended animation, which is about considerably slowing your bodily functions without terminating them. If you're in suspended animation, you could age 20 years biologically in 100 years of stasis, or something like that. It's nitpicking, but correct terminology makes everyones speculating that much more enjoyable experience.
** Well, growing into maturity and aging into oldness
are dated 1981. Sphere 6 has two dates on different parts of not the interior wall surrounding the conversion gel pipe, 1982 and 1986; one assumes the four-year construction time for the relatively simple test area was due to same processes. It's possible that Aperture's financial difficulties. If method of stasis stop the shaft latter but not the former.
** Alternatively, the cryogenic technology used between Portal and Portal 2 is an improved version of the technology used between BYDTWD and Portal.
** Alternatively 2, Relaxation Vaults and Relaxation Centres are different. Maybe one is short term sleep (keeping the subject alive and asleep but not in statis) and the other is cryogenic suspension?
** Alternatively 3, some unstated amount of non-stasis time passed between BYDTWD and the events of Portal 1. Either [=GLaDOS=] had her out of stasis for other forms of testing beforehand, or she
was abandoned not captured right away during BYDTWD.
** She was clearly interviewed
in June the Rattman comic as an adult by Apeture Science staff members before [=GLaDOS=] wiped everyone out with neurotoxin. Either (a) she grew up to adulthood before everything went pear-shaped, or (b) someone continued to do interviews after the facility was locked down and the Rattman is somehow aware of 1961, the contents of these interviews despite being on the run from [=GLaDOS=] at the time.
** It's also possible that, despite the timeline we were initially given (which runs into several problems when you compare it with the information given in Portal 2 and Lab Rat), the first Bring Your Daughter to Work day was ''not'' the one where [=GLaDOS=] killed everyone. Perhaps they'd been having them for years, and the one where Chell made the potato battery happened years before the one where [=GLaDOS=] took over. She could have gone to the latter as an adult (no one said the daughters had to be children). No aging-in-stasis required.
*** The Bring Your Daughter to Work Day banner over the potatoes in Portal 2 is printed on 80s era paper, the kind with perforated edges and holes, which could point towards it being a recurring event.
** This is getting slightly WMG-ish, but it's possible that she's actually been doing tests for years before Portal. No reason
why [=GLaDOS=] couldn't reuse the same test subject over and over again, especially one so skilled at solving puzzles. In Portal, after testing the ASHPD, she finally decided to kill her (for a number of possible reasons; maybe protocol required to kill test subjects after using the ASHPD in order to keep company secrets, or she was getting worried about her rebelling). Hence why she's aged; she's been in and out of stasis for the past couple of decades.
** Another possibility is that [=GLaDOS=] somehow artificially aged the younger test subjects.
Aperture still constructing test chambers in could turn blood into gasoline and peanut water, after all, so it at least twenty-five years later?
* They abandoned it in
isn't too far-fetched.
** [=GLaDOS=] didn't kill everyone when she took control and attacked all
the 1960's, then reopened it in humans. By the 70's. Probably looking looking time of Portal, Chell was just one of the few humans left, but it's possible she and the other survivors were kept alive for a hidden place to continue with the testing.
* It is odd, but I assume
good 15-20 years. Lab Rat has Chell's file show that only the bottom levels she refused to answer any interview questions, so it's possible those were abandoned, and they kept moving up after filling too many side labs with concrete.
* Cave Johnson: "Alright this next
conducted by robots, which Chell never talks to in either game. Without [=GLaDOS=] giving orders, Chell was later placed in a Relaxation Chamber for cryogenic stasis instead of one of the small test may involve trace amounts of time travel. So word of advice: if you meet yourself on chamber rooms she woke up in at the testing track don't make eye contact. Lab boys tell me that'll wipe beginning of the first game, which is where the other survivors besides Rattmann presumably starved to death or broke out time - entirely. Forward and backward. So do both of yourselves a favor and let that handsome devil go about his business." escaped long before Portal 2.



[[folder: Wheatley and Cave]]
* This is a [[WildMassGuessing speculation thrown into the void]], but has anyone else drawn notable comparisons between Cave Johnson and Wheatley? Hearing his soliloquy at the end when he is stranded in space, it occurred to me that apologizing for being "monstrous" and "bossy" was the kind of thing Cave might have said to Caroline "if he were ever to see her again". Endless stream of terrible ideas? Disregard for human life for the cause of science? Perhaps some remnant of Cave ended up in Wheatley via a wayward attempt at brain mapping?
** Development-wise, the similarities are probably because Cave was originally going to play the role Wheatley plays in the final game, [[spoiler:namely, a sidekick who ends up betraying you.]]

to:

[[folder: Wheatley and Cave]]
* This is a [[WildMassGuessing speculation thrown into the void]], but has anyone else drawn notable comparisons between Cave Johnson and Wheatley? Hearing his soliloquy at the end when he is stranded in space, it occurred to me that apologizing for being "monstrous" and "bossy" was the kind
[[folder:Position of thing Cave might have said to Caroline "if he were ever to see her again". Endless stream of terrible ideas? Disregard for human life for the cause of science? Perhaps some remnant of Cave ended up in Wheatley via a wayward attempt at brain mapping?
** Development-wise, the similarities are probably because Cave was originally going to play the role Wheatley plays in
the final game, [[spoiler:namely, room]]
* Here's something that's bugged me for
a sidekick who ends bit: In the final battle, you shoot through the roof of the facility at the night sky, right? Then in that EXACT SAME ROOM just a bit later, it's required to ride in an elevator up betraying you.]]an unusually long shaft in order to reach the surface because the whole facility is underground. Non-Euclidean ceilings, perhaps? Either way, it bugs me.
** The entire facility is reconfigurable. One moment, Wheatley has it at the surface. [=GLaDOS=] put it back when she had control again.



[[folder:Wheatley and Spanish]]
* When Wheatley takes over [=GLaDOS=]' body, he spouts a bunch of Spanish saying that he's doing something wrong and to consult the manual, and follows it up with "I don't even know what I just said!" Which would imply that he doesn't speak Spanish, which is perfectly reasonable, except for the fact that if you hang around in the Relaxation Chamber for long enough, he asks you to open the door in perfectly good Spanish. What gives?
** He only knows a certain amount of Spanish? All he says at the door is a very stilted and badly accented "Hola, amigo, abre la puerta" compared to the longer and much more fluid sentence when he takes over [=GLaDOS=]' body [[WildMassGuessing (maybe to show he's still at the same intelligence either way)...]]
** You can parrot words without understanding what they mean.
** Presumably, he'd have access to the translation program, even before he took over. However, he doesn't have the processing power to run it properly. This is why, when he's at the door, he basically sounds like an English speaker who has no experience with Spanish whatsoever and was just given some Spanish text to read.
** Still, when you translate what he says during the Transfer scene from Spanish into English, it reads: "You are using this translation software incorrectly. Please consult the manual." Which heavily implies that he has ''absolutely no idea'' how to correctly operate the translation software.
** When he's at the door, it seems to me like he's pronouncing the Spanish words in the way an English speaker with no knowledge of Spanish would (for instance, he pronounces "está" as "ES-tuh" rather than the correct "es-TAH"). So, maybe he was using the same translation software in text mode, and reading the results (badly), whereas when he took over the facility, he was (sorta) able to switch it into speech mode.

to:

[[folder:Wheatley and Spanish]]
[[folder:No periods?]]
* When Wheatley takes over [=GLaDOS=]' body, he spouts a bunch of Spanish saying that he's doing something wrong and to consult the manual, and follows Does Chell ever get her period? Did she get it up with "I don't even know what I just said!" Which while in stasis? How would imply that he doesn't speak Spanish, which is perfectly reasonable, except for she handle it while testing? Would she be provided with the fact that if you hang around in the Relaxation Chamber for long enough, he asks you to open the door in perfectly good Spanish. What gives?
proper... sanitation?
** He only knows a certain amount of Spanish? All he says at the door Maybe she has an Aperture Science Blood Absorption Cup. But this is a very stilted and badly accented "Hola, amigo, abre la puerta" compared to the longer and much more fluid sentence when he takes over [=GLaDOS=]' body [[WildMassGuessing (maybe to show he's still at the same intelligence either way)...]]
probably just like many other things an AcceptableBreakFromReality.
** You can parrot words without understanding what they mean.
** Presumably, he'd have access to the translation program, even before he took over. However, he doesn't have the processing power to run it properly.
This is why, when he's just NoPeriodsPeriod. Nuthin' to see here.
** *Facepalm* In both games, Chell was out of stasis for a few hours, tops. Even if she did have to worry about that
at the door, he basically sounds like an English speaker who has no experience with Spanish whatsoever and was just given some Spanish text to read.
** Still, when you translate what he says during the Transfer scene from Spanish into English, it reads: "You are using this translation software incorrectly. Please consult the manual." Which heavily implies that he has ''absolutely no idea'' how to correctly operate the translation software.
** When he's at the door, it seems to me like he's pronouncing the Spanish words in the way an English speaker with no knowledge of Spanish
moment, which would (for instance, he pronounces "está" as "ES-tuh" rather than the correct "es-TAH"). So, maybe he be far-fetched to begin with, she was using the same translation software in text mode, and reading the results (badly), whereas when he took over the preoccupied with other matters -- such as, you know, ''getting out of this deathtrap of a facility, he was (sorta) able fast''. Besides, this is Aperture Science we're talking about. Chell has long fall boots -- it's possible that test subjects are also equipped with special clothing to switch it into speech mode.avoid distractions like periods and toilet breaks. And stasis is stasis. Bodily functions are suspended.



[[folder:Both sides vote on Stalemate Resolution]]
* Something that bugged me regarding the Stalemate Resolution Button: why does the corrupted core get a choice? Aperture being Aperture again?
** You said it. Also, I guess the designers thought there might be something the corrupted core is doing to keep the facility from being destroyed, so despite its evil intentions, it may be safer to leave it in place. A qualified Stalemate Associate would know whether to let the corrupted core go on keeping the facility from exploding or switch it out with an uncorrupted and (presumably) equally competent core. Look at what Wheatley did when he was left in charge. Maybe someone with full knowledge of all the complex operations required to keep the facility running (and of Wheatley's status as "the product of the greatest minds of a generation working together with the express purpose of building the dumbest moron who ever lived") might have actually made a different decision. Except, you know, [=GLaDOS=] killed them all.

to:

[[folder:Both sides vote [[folder:Moving portals]]
* Just a small detail I noticed: Portals are supposed to disappear if the surface they are
on Stalemate Resolution]]
* Something
moves, right? Then how was that bugged me regarding whole 'chop off the Stalemate Resolution Button: why does tubes leading to the corrupted core get neurotoxin generator with a choice? Aperture laser through a portal on a moving platform' thing possible?
** Easy, the moving platforms were designed with the idea of portals
being Aperture again?
placed on them, just like mostly everything else.
** You said it. Also, I guess The only times we see them disappear on moving platforms are when they're moving along an axis that is not parallel to the designers thought there might be something portal. If you noticed, the corrupted core platforms in the neurotoxin room were moving on the same axis as the portals. That's probably why they stayed.
*** Not true. After the part where he kills you, Wheatley moves a large test chamber to cut off your catwalk. The base
is doing portal accepting surface that moves on same axis relative to keep the portal as at the neurotoxin generators and yet will not accept portals until it stops.
*** Not really. The portal is oriented vertically but the surface is moving horizontally. In the neurotoxin examples, the surface is moving in the same direction as the portal orientation.
*** The panels are reconfigurable, right? Probably,
the facility from has a mechanism to fizzle portals on moving objects to avoid people throwing one portal into another. When the panels are being destroyed, so despite its evil intentions, assembled, the mechanism isn't necessary, thus, it may be safer to leave it doesn't happen.
*** My theory was that you can't place portals on surfaces with a surface with any velocity changes (speeding up or slowing down), unstable movement, or rotation on any axis. A surface
in place. A qualified Stalemate Associate motion at a constant speed (like the Moon, or a sliding wall) would know whether to let accept a portal.
*** Or
the corrupted core go on keeping Earth, for that matter. The Earth itself is an entire moving surface, so I think it can for the facility from exploding or switch it out with an uncorrupted and (presumably) equally competent core. Look at what Wheatley did when he was left in charge. Maybe someone with full knowledge of all the complex operations required to keep the facility running (and of Wheatley's status as "the product of the greatest minds of a generation working together with the express purpose of building the dumbest moron who ever lived") might have actually made a different decision. Except, you know, [=GLaDOS=] killed them all.most part be [[HandWave Hand Waved]].



[[folder:Sound in space]]
* How could Wheatley hear the Space Core talking? Sound doesn't travel in space.
** SpaceIsNoisy.
** Or built-in short-range radio transmitters.
** The moon ''does'' have an atmosphere, albeit extremely thin. Maybe he was just REALLY loud.
** Or, you know, the huge amount of air that accompanied them.
*** No, because that "huge" amount of air is laughably tiny in the vast expanse of space and will quickly dissipate.
*** You're assuming normal science will stand up in the face of Aperture Science...
*** And if you go by that logic, why bother WMG-ing at all? Just dismiss everything as being Aperture Science and not think about it, which is counter to the point of headscratchers. You can't have it both ways. It may be gonzo fictional science, but it still has limits.
** Wheatley has enough mass to have the Space Core orbit around him. Surely it is enough to support a small atmosphere, too.

to:

[[folder:Sound in space]]
[[folder:No one got the gun before Chell?]]
* How could Wheatley hear says near the Space Core talking? Sound end of the game that Chell was the fifth person he woke up to get the portal gun and the rest died trying to get it. Looking back at the beginning of the game, getting the portal gun was really really easy even for those not familiar with portals (and there wasn't anything really dangerous involved) so why did all those others fail to get the gun?
** Well, Wheatley probably screwed up, and they were probably suffering from extreme brain damage.
** This is just a guess, but it would be in-character. The first try, Wheatley forgot about g-forces and moved the chamber too fast, killing the inhabitant. The second time, he tried to "manually override" a spiked plate. The third time he finally managed to break through the walls, only for it to be the wrong spot, resulting in the test subject falling in an incinerator. The fourth time, he simply put the subject in the nearest place where it was safe to stand, resulting in death by dehydration before ever getting close to the portal gun.
** Or maybe they didn't have long fall boots.
** The only reason it was so easy was because he dropped you off at the right spot -- but he had to break through a wall to get there. This means that the others had to have been dropped off somewhere else in the facility -- likely somewhere more dangerous.
** Also, there is probably more than one portal gun in the facility. Wheatley probably took the other four people to other locations that were more dangerous.
** It may just be me personally, but I believe that Wheatley was lying about awakening other test subjects before Chell. There are several reasons. Four-part plan, maybe?
*** One: The things Wheatley says at the beginning of the game. Not only does he tell Chell that most of the people he was supposed to be taking care of in the chambers have died of neglect, if she hangs around long enough before opening the door to him at the very start of Chapter One he tells her that she's actually [[https://www.youtube.com/watch?v=bENzj_yh0IE the only test subject left.]] This can be tracked down to Rattmann in the Lab Rat comic, rebooting her chamber whilst the rest of the grid remained offline which systematically killed the remaining subjects. Of course, we know that there are actually a few more subjects alive somewhere in Aperture due to the ending of the Co-Op Gameplay, but it's entirely possible that Wheatley was simply given control over a certain grid of subjects and either had no knowledge of the others sleeping elsewhere or had no hands to impersonate a human and access them. As far as he knows, Chell really is the last test subject alive, miraculously.
*** Two: Wheatley's state of corruption when he tells Chell she wasn't the first subject. Somewhere past the halfway point in the game, [=GLaDOS=] says that being plugged into the mainframe with other cores is maddening, like hearing several voices constantly chattering in your head at once. Wheatley's already pretty far gone by the time Chell arrives for the final confrontation anyway, but it's when he is slowly fused with the corrupt cores that he really loses it and begins to spout all other kinds of lies and paranoia as part of his villainous breakdown. By that point, he's declaring that Chell and [=GLaDOS=] had a plan against him from that start, that the reactor core
doesn't travel in space.
** SpaceIsNoisy.
** Or built-in short-range radio transmitters.
** The moon ''does'' have an atmosphere, albeit extremely thin. Maybe
actually exist and neither do the papier-mache-and-SFX fires apparently raging throughout the facility. He accuses Chell of deliberately not catching him at the start of the game, of tricking him into assuming power and maliciously fooling him into showing her where to find a portal gun. He also declares that he loathes Chell quite explicitly if you give him the chance -- and that she's fat, obviously. Really, telling her that she was an easily replaceable pawn in his master plan to take over from [=GLaDOS=] is essentially just REALLY loud.
** Or, you know,
another emotional blow he tries to hit her with to stop her jumping around and dodging his bombs.
*** Three: The reason that particular piece of audio exists in
the huge game at all. According to the developer commentary, there was actually supposed to be some part of the gameplay at the beginning that hinted there were others before Chell, awakened and used by Wheatley before subsequently getting killed horrifically. As it is, it was dummied out. The audio of Wheatley mentioning this still remains in the boss battle but now actually there's nothing to back it up, therefore no particular reason not to believe that Wheatley is simply raving like the insane, moronic little manchildbot he is by that point.
*** Four: The unspecified
amount of air that accompanied them.
*** No, because that "huge" amount of air is laughably tiny
time passed since Chell was put to sleep. Some say thirty years, some say three hundred -- whatever your own figures are, it's an awfully long time to be trapped and unconscious in a preservation chamber ''that's offline''. Chell was personally saved by Rattmann, as we know; who saved the vast expanse of space and will quickly dissipate.
*** You're assuming normal science will stand up in the face of Aperture Science...
*** And if you go by that logic, why bother WMG-ing at all? Just dismiss everything as being Aperture Science and not think about it, which is counter to the point of headscratchers. You can't have it both ways. It may be gonzo fictional science, but it still has limits.
**
others? Wheatley has enough mass to have claims he didn't know anything about the Space Core orbit around him. Surely chambers being offline at all, which can be chalked down to his simple-mindedness easily enough. It stands to reason that he probably wouldn't even check ''until'' he thought he might be in danger from the deterioration of the facility and therefore needed someone to help him escape. In the meantime, uncounted numbers of people were lying in empty rooms with no food, water or any way to wake up. Just a quick note: the human body rarely manages to sustain itself beyond three days once it is enough to support a small atmosphere, too.deprived of water, let alone thirty years.
*** Part Five: [[spoiler:'''BOOBY TRAP THE STALEMATE BUTTON!''']]
*** I thought it was [[spoiler:'''THE PART WHERE HE KILLS YOU''']].



[[folder:Portals invented after the Combine invade?]]
* On the Aperture website (or perhaps it's the Combine Overwiki), it says that Aperture lost the race to be the first to invent working portal technology when Black Mesa opened their interdimensional portal to the Combine. But in the boots video, which is before Cave Johnson's death as evidenced by his voiceover, we see Chell using the ASHPD while testing the boots. Presumably this took place before the Combine invaded. So how..?
** It's not canon. It's just a promotional piece released by Valve. That said, the timeline is rather messed up, and they were horrible at marketing their products.
** Nonono. Aperture lost the race to invent ''interdimensional'' portal technology. Their ''intradimensional'' quantum-tunneling device was useful, but dangerous and often sent you through time as well as space--hence why they spent so long testing it.

to:

[[folder:Portals invented [[folder:Reason behind the Anger Sphere]]
* The personality cores were made to keep [=GLaDOS=] under control and stop her from killing everyone, right? Then why did they give her an anger sphere?
** Perhaps they thought she'd become ''so'' cross, she'd make a mistake.
** These are the people who gave the turrets both an Empathy chip and an Empathy suppressant, and simulated pain response. They just put these things in.
*** Yeah, this troper feels likewise. I mean,
after the Combine invade?]]
* On
most logical installments fail to stop her (namely the Aperture website (or perhaps it's ''Empathy'' chip and ''Morality'' core) where do you go from there? I get the Combine Overwiki), it says impression that Aperture lost they quickly began to ran out of options and the race stranger additions to be her circuitry were probably added on a hope and a prayer that they'd succeed.
** That's actually her Emotional Core, not her Anger Core. She's just really pissed off.
*** It's described
the first game's credits as "The Anger Sphere" though,
** Also, remember how she experiences the other cores - constantly babbling voices in her head. At some point, they may have simply decided that overwhelming her with voices was a 'better' solution than a single/handful of rational voices.
** Imagine the scientists swapping cores in and out of [=GLaDOS=]
to invent working portal technology see what would happen. They'd stop when Black Mesa opened either they get what they want... or one of the cores causes [=GLaDOS=] to do something evil, preventing the scientists from continuing their interdimensional portal to the Combine. But in the boots video, which is before Cave Johnson's death as evidenced by his voiceover, we see Chell using the ASHPD while testing the boots. Presumably this took place before the Combine invaded. So how..?
** It's not canon. It's just a promotional piece released by Valve. That said, the timeline is rather messed up, and they were horrible at marketing their products.
** Nonono. Aperture lost the race to invent ''interdimensional'' portal technology. Their ''intradimensional'' quantum-tunneling device was useful, but dangerous and often sent you through time as well as space--hence why they spent so long testing it.
work!



[[folder:Leaving and returning to [=GLaDOS=]]]
* When we first left [=GLaDOS=]' chamber, how did we get back? First we fell down. Then there were tests, and each lift was taking us down. Again! And then we escaped, found some tube, and got back. Where all the miles went?
** We don't know how long Chell was in the tube, and most of what we can see, she's going back up. Additionally, notice that the room [=GLaDOS=] was reactivated in is completely overrun, while the room where the stalemate takes place is fairly clean and tidy; it's possible that, like the rest of the facility, [=GLaDOS=] can move her "body" around, and the stalemate happens in another room entirely.
*** While it's possible that those are different rooms (the room with the Stalemate Resolution Button doesn't have the incinerator, nor does [=GLaDOS=] use the crane claws in it), the room where the core transfer takes place is apparently the same one where you fight Wheatley at the end, and that one is near the surface. But even if ''all'' the elevators go down, the most likely explanation for me seems to be that Chell traveled a long distance up in that tube during a loading screen.
*** The second time you encounter [=GLaDOS=] could take place in the same room as when you first woke her up. Over the course of the game, as you're moving from test chamber to test chamber, [=GLaDOS=] is cleaning up the Enrichment Center. It could be that while she was fixing the dilapidated test chambers, she was also moving around panels and whatnot in her room, including the incinerator.
** The test chambers are all on the same level. They're just designed to be entered from the top, and exited from the bottom (and Wheatley reversed this for his tests, just because he could). During the elevator loading screens, the elevator actually traveled sideways, [[Franchise/StarTrek turbolift-style]], out from under the chamber you just exited, then up, then sideways again to a point above the next test, and finally down into it. Because it's [[IncompetenceInc Aperture]] [[MisappliedPhlebotinum freaking]] [[InventionalWisdom Science]], that's why.
** The rooms themselves could have been moved, depending on how old both chambers are. Wheatley demonstrates that it's possible to move around rooms, although it might just be for test chambers, I'm not sure. Or maybe the tubes where the lifts go were moved or shifted.

to:

[[folder:Leaving and returning to [=GLaDOS=]]]
* When we first left [=GLaDOS=]' chamber, how did we get back? First we fell down. Then there were tests, and each lift was taking us down. Again! And then we escaped, found some tube, and got back. Where all the miles went?
** We don't know how long Chell was
[[folder:Wheatley's stupidity in the tube, and most of what we can see, she's going back up. Additionally, notice that second half]]
* Maybe it's just this troper, but I couldn't stand
the room way they played up Wheatley's stupidity in the second half of the game. Up until he took over for [=GLaDOS=] he seemed to have things together. Maybe he was reactivated in is completely overrun, while the room where the stalemate takes place is fairly clean and tidy; it's possible a bit goofy, sure, maybe he did accidentally awaken a murderous supercomputer. Other than that, his logic and reasoning in the first half of the game is pretty top-notch. Then when he's plugged into [=GLaDOS=] he suddenly becomes as dense as a bag of rocks. Felt more like CharacterDerailment than any actual progression of the character, to me.
** What about "I'm speaking in an accent that's beyond her range of hearing?"
** Or trying to hack the Neurotoxin computer? There's more idiocy in that one set of lines then the entire
rest of the facility, [=GLaDOS=] can move her "body" around, and game combined.
** Or
the stalemate happens in another room entirely.
*** While it's possible that those are different rooms (the room with the Stalemate Resolution Button doesn't
classic hacking attempt: "A... A... A... A... Umm... A. *BUZZER NOISE* Nope. Okay. A... A... A... A... A... C. *BUZZER NOISE* No. Wait, did I do B? Do you have the incinerator, nor does [=GLaDOS=] use the crane claws in it), the room where the core transfer takes place is apparently the same one where you fight Wheatley at the end, and that one is near the surface. But even if ''all'' the elevators go down, the most likely explanation for me seems to be that Chell traveled a long distance up in that tube during a loading screen.
pen? Start writing these down."
*** The second time you encounter [=GLaDOS=] could take place in the same room as when you first woke her up. Over the course of the game, as you're moving from test chamber to test chamber, [=GLaDOS=] is cleaning up the Enrichment Center. It could be that while she was fixing the dilapidated test chambers, she was also moving around panels and whatnot in her room, including the incinerator.
** The test chambers are all on the same level. They're
It's a reasonable approach, he just designed to be entered from the top, and exited from the bottom (and Wheatley reversed took way too long.
** "I'm pretty sure
this for his tests, just because he could). During the elevator loading screens, the elevator actually traveled sideways, [[Franchise/StarTrek turbolift-style]], out from under the chamber you just exited, then up, then sideways again is a docking station" (sign says "Docking station 500m below"). Or "I'll try manual override on this wall!" (...whamwhamWHAM!!!). Or trying to "hack" a point above the next test, and finally down into it. Because it's [[IncompetenceInc Aperture]] [[MisappliedPhlebotinum freaking]] [[InventionalWisdom Science]], that's why.
** The rooms themselves could have been moved, depending on how old both chambers are. Wheatley demonstrates
door without noticing that it's possible already open...
** Arguably, Wheatley unthawing Chell was a stupid idea - doing so allowed the events of the game
to move around rooms, although happen, and the biggest result, aside from Chell's freedom, is [=GLaDOS=]'s reactivation. Which... is pretty high on the list of "stupid things to do".
** And let's not forget the array of abilities he's been given, but he doesn't dare use them as he was told he would die if he ever tried using them. ''And he believed it.''
*** If someone told you that you would die if you did something, would you test
it might unless you absolutely had to?
** Wheatley seems more stupid in the second part because he can ''do'' more. When he was still
just be for test chambers, I'm not sure. Or maybe a sphere, he could barely do anything. And then there's his beginning to hack the tubes where neurotoxin generator: "That's a computer. That's a monitor, that could come in handy..."
*** He's a computer himself; he probably doesn't need a monitor to hack.
** Not to mention that his whole escape plan assumes that an ''industrial facility'' would have an escape pod, that [[NoOSHACompliance Aperture Science]] in particular would have an escape pod, and that
the lifts go were moved or shifted.switch to activate said escape pod would be in the Main Breaker Room (instead of, you know, '''inside the escape pod''').



[[folder:Architecture of the facility]]
* One thing that kinda bugs me is this: In the original ''Portal'', the Aperture Science Facility seems to be a normal building (solid, in other words, and in no way, shape, or form, mix and matchable). However, in the sequel, we see that it is, more or less, a giant collection of disconnected rooms that can be moved at random, to fit whatever [=GLaDOS=] or whoever chooses. If this is the case, then why is it we were able to go through the back rooms, air ducts, and such in the original at all, when the giant test chambers are, in fact, completely disconnected from each other and movable? Even ignoring the fact that these disconnected pieces shouldn't even be able to have these air ducts and back rooms, I'm left asking this: Does Portal 1 take place in an old part of the facility that wasn't inspired by Lego, or was [[IdiotBall lovable old Wheatley]] actually doing something to [=GLaDOS=] in the first game that made her forget that she could, at any moment, take the air duct/behind the scenes area/back room part of whatever puzzle piece I so happened to be in and drop it into the void that apparently exists beneath Aperture Science? Doesn't change how much I love both games, I'm just curious as to if there is an official explanation for [[UsefulNotes/SchrodingersCat how the void and Stickle Brick test chambers can exist and not exist in, apparently, the exact same location in the facility.]]
** The Enrichment Centre is the oldest part of the facility. Possibly as old as the Aperture Gel Caves, but most certainly the oldest chambers [=GLaDOS=] has any control over. She sends Chell through these chambers because they're the most basic tutorial chambers and testing obsession requires her to follow the protocol. The facility is physically static and lacks the state-of-art technology of the rest of Aperture facilities which is why Rattmann is capable of hacking/breaking parts of it to create the dens where he lives, while being able to evade relatively little presence [=GLaDOS=] has there. This is further supported by Portal 2 where the old/top chambers are the only ones that are really ruined, trashed and overgrown. While [=GLaDOS=] seems to have started to upgrade those with some of the shifting/rebuilding tech while she was still alive in Portal (we just never had a chance to see the upgraded part of the facility in the original game), the best she can do with the arms is clean the place from most of the rubbish as opposed to say, just rebuilding the chambers from scratch meaning that ultimately the place is still rooted in the same layout.
*** As this responder said, the Rattman dens are usually [[OffTheRails hidden in said back rooms]]/etc. (The first one you come across is in a back room, with the panel being held open by two cubes.) However, Chell wouldn't have been able to find a way to access any of these back rooms on her own, so [=GLaDOS=] didn't really worry about it.

to:

[[folder:Architecture of [[folder:Chell's last name]]
* Wouldn't
the facility]]
* One thing that kinda bugs me is this: In the original ''Portal'', the Aperture Science Facility seems to be a normal building (solid, in other words, and in no way, shape, or form, mix and matchable). However, in the sequel, we see that it is, more or less, a giant collection of disconnected rooms that can be moved at random, to fit whatever [=GLaDOS=] or whoever chooses. If this is the case, then why is it we were able to go through the back rooms, air ducts, and such in the original at all, when the giant test chambers are, in fact, completely disconnected from each other and movable? Even ignoring the fact that these disconnected pieces shouldn't even be able to have these air ducts and back rooms, I'm left asking this: Does Portal 1 take place in an old part of the facility that wasn't inspired by Lego, or was [[IdiotBall lovable old Wheatley]] actually doing something to [=GLaDOS=] in the first game that made her forget that she could, at any moment, take the air duct/behind the scenes area/back room part of whatever puzzle piece I so happened to be in and drop it into the void that apparently exists beneath Aperture Science? Doesn't change how much I love both games, I'm just curious as to if there is an official explanation for [[UsefulNotes/SchrodingersCat how the void and Stickle Brick test chambers can exist and not exist in, apparently, the exact same location in the facility.]]
** The Enrichment Centre is the oldest part of the facility. Possibly as old as the Aperture Gel Caves, but most certainly the oldest chambers [=GLaDOS=] has any control over. She sends Chell through these chambers because they're the most basic tutorial chambers and testing obsession requires her to follow the protocol. The facility is physically static and lacks the state-of-art technology of the rest of Aperture facilities which is why Rattmann is capable of hacking/breaking parts of it to create the dens where he lives, while being able to evade relatively little presence [=GLaDOS=] has there. This is further supported by Portal 2 where the old/top chambers are the only ones that are really ruined, trashed and overgrown. While [=GLaDOS=] seems to have started to upgrade those with some of the shifting/rebuilding tech while she was still alive in Portal (we just never had a chance to see the upgraded part of the facility in the original game), the best she can do
people with the arms is clean the place from most of the rubbish as opposed to say, just rebuilding the chambers from scratch meaning that ultimately the place is still rooted in the same layout.
*** As this responder said, the Rattman dens are usually [[OffTheRails hidden in said back rooms]]/etc. (The first one you come across is in a back room, with the panel being held open by two cubes.) However,
last name as Chell be her adoptive parents? So, not the ones who "abandoned" her, but the ones who took her in?
** Well if she was "left on Aperture's doorstep" she
wouldn't have been able a last name for adopted parents.. unless it's "Laboratories" or "Science". [[spoiler: Or "Johnson"]].
*** She wasn't left on Aperture's doorstep, she was left on "a doorstep". [=GLaDOS=] doesn't mention where.
** Remember, that was before [=GLaDOS=] told Chell that she was adopted; [=GLaDOS=] was lying and Chell didn't have enough information
to find a way figure that out. Or maybe she did, but [[HeroicMime didn't say anything]] and just went along with the test. Relatedly, ''how'' exactly does [=GLaDOS=] know that?
** The ''Lab Rat'' comic shows that Chell's last name was redacted from the official records, so it's possible that [=GLaDOS=] doesn't even know what it is. That said, Chell did show up during Take Your Daughter
to access any of these back rooms on her own, Work Day, so [=GLaDOS=] didn't really worry about it.ought to know who her parents are.
** There's also a theory that [=GLaDOS=] thought Chell's actual last name was [REDACTED], and that there were two other people whose names were tagged this way, so she thought they shared the same last name.
** And then there's the chance that it's all just made up. Maybe she wasn't adopted at all, maybe [=GLaDOS=] ''didn't'' find two people with Chell's last name.
** We don't have any evidence at all that there was anyone with Chell's last name in cryostasis except [=GLaDOS=]'s word, and if you ever believe ''anything'' that comes out of her speaker, I have a bridge in San Francisco to sell you.



[[folder:Fat turrets]]
* During the ending chorus of turrets, why do the fatter and giant turrets exist? There isn't much purpose for them. The giant one COULD be a product, because they saw their announcement about apocalyptic circumstances were one feature, and thought "Why not?", but why a fat turret with exactly the same size guns?
** Larger ammo capacity. Note how the turrets are designed. The entire body is storage.
** To hold more bullets as evident in the "Turrets" trailer. Their simplistic constructions means expanding ammo capacity is exactly the same as making a bigger turret.
*** It doesn't matter how big the turret is, they have portal technology. They could simply put a portal in the turret so they could have as much room as they wanted. As you see in the game, the turrets have unlimited ammo. The purpose of the turret is to be a reverb chamber so since it has more space it will alter the quality of the sound. The fat turret appears in another place, too. If you look at all the easter eggs, you should see one where you see the turret orchestra, and the fat turret is there.
*** Specifically, if you notice early on in the first act, there's a graphic of the giant turret killing an entire room full of creatures. I say creatures rather than people because the graphic is preceded by a voice-over talking about precautions made for the event of a race of intelligent animals enslaving mankind, and the graphic is titled "Animal Takeover."
*** That doesn't explain you calling the people "creatures".
** Alternately, a pun of "It's not over until the fat lady sings".
** Or...I noticed in the co-op game, in the last level, there are a few turrets that seem to do significantly more damage; I got killed in only one or two hits, whereas it previously took nearly a dozen hits to kill me. And I never got a good look at them. When I finished the single-player mode, and saw the fat turret, I assumed it was one of the "heavy turrets" that had been at the end of the co-op mode.
*** The turrets at the end of co-op are reskinned normal turrets. They don't do more damage, there's just more of them and they're positioned to knock you into pits.
** That particular turret looks different because it's an artefact from a cut plot thread where you get married to it by the Animal King turret. [[http://www.themarysue.com/chell-married-to-turret No, seriously.]]

to:

[[folder:Fat [[folder:Defective turrets]]
* During How did the ending chorus of defective turrets all come out the same way? If they're based off the real turrets, why do how'd they lose the fatter cute little voice and giant personality?
** That facility is pretty damn old. Sure, you have test chambers that can be rebuilt and machines that build turrets, but I doubt that you have specific factories that manufacture the machines for building
turrets exist? There isn't much purpose for them. The giant one COULD be a product, because they saw their announcement about apocalyptic circumstances were one feature, and thought "Why not?", but why as future-proof as this facility is, something will break beyond repair at some point. Chances are that at least a fat turret with exactly third of the manufacturing stations is just screwed beyond repair, making the same size guns?
faulty model.
** Larger ammo capacity. Note how the Out of universe, it would have probably taken too much time to make thousands of different kinds of defects (missing leg, missing guns, faulty guns, faulty eye...) and it would have been rather hard to differentiate them from good turrets are designed. The entire body is storage.
** To hold more bullets as evident in the "Turrets" trailer. Their simplistic constructions means expanding ammo capacity is exactly the same as making a bigger turret.
*** It doesn't matter how big the turret is,
if only little things were different. Thus they have portal technology. They could simply put a portal in made the turret so they could have as much room as they wanted. As you see in the game, the defective turrets have unlimited ammo. The purpose of the turret is to be a reverb chamber so since it has more space it will alter the quality of the sound. The fat turret appears in another place, too. If you look at very obvious and all the easter eggs, you should see one where you see same.
** They're not all
the turret orchestra, same. Some have most of their casing still on, some are skeletons, some are still in their boxes and some are assembled partially sideways.
*** But you're missing
the fat turret is there.
*** Specifically, if you notice early on in
point — they're all missing the first act, there's a graphic of the giant turret killing an entire room full of creatures. I say creatures rather cute voice and they all are more self-aware than people because the graphic is preceded by a voice-over talking about precautions made for the event of a race of intelligent animals enslaving mankind, and the graphic is titled "Animal Takeover."
*** That doesn't explain you calling the people "creatures".
** Alternately, a pun of "It's not over until the fat lady sings".
** Or...I noticed in the co-op game, in the last level, there are a few turrets that seem to do significantly more damage; I got killed in only one or two hits, whereas it previously took nearly a dozen hits to kill me. And I never got a good look at them. When I finished the single-player mode, and saw the fat turret, I assumed it was one of the "heavy turrets" that had been at the end of the co-op mode.
*** The turrets at the end of co-op are reskinned
normal turrets. They How'd they end up like that?
*** The regular turrets are actually quite self-aware, they just
don't do more damage, there's just more of them and display it often because they're positioned doing their job properly.
** My theory on this is that they're designed
to knock you into pits.
** That particular turret looks
have a different because it's an artefact from a cut plot thread where you get married voice when something is wrong with them, so as to it by quickly show their defectiveness to anyone that comes near them. Kind of like the Animal King turret. [[http://www.themarysue.com/chell-married-to-turret No, seriously.]]red ring of death on an Xbox.



[[folder:[=GLaDOS=] and Caroline]]
* [=GLaDOS=] deleting Caroline seems rather counter-productive if [=GLaDOS=] is Caroline. And the more [=GLaDOS=] becomes her former self/Caroline, the less likely she should want to wipe her Caroline persona out. The game's purposely being really vague on the details of this subplot, so did the ARG provide any better explanations as to how much of [=GLaDOS=] is AI vs Caroline?
** I think although Caroline was originally [=GLaDOS=], years of endless testing caused her to forget her original motive. Thus, Caroline became a different personality, which she remembered. Specifically, Caroline appears to be nicer and generally more human, whereas [=GLaDOS=] is more cold and calculating. Indeed, if you pay attention, you can actually hear a difference when she deletes Caroline. Before, it has a bit of happiness to it, whereas [=GLaDOS=] is more monotone and cold.
** There's also the fact that the technology to upload brains into computers in the first place (which is apparently how Caroline became [=GLaDOS=]) was created by Aperture Science under the direct instruction of an increasingly deranged Cave Johnson. [=GLaDOS=] is not ''necessarily'' just a brainscan of Caroline, it could be a fully sentient AI that happened to have Caroline's memories added to it (like a secondary personality core or something).
** As seen with the [[http://www.thinkwithportals.com/comic/ Lab Rat comic]] done by Valve, [=GLaDOS=] tried to kill all of the scientists in the facility within one sixteenth of a picosecond after being turned on. That doesn't sound like something Caroline would do. Because the artificial consciousness designed by Aperture Science was so badly created, it is unlikely that much of Caroline's personality superseded the self-aware machinations of [=GLaDOS=]'s computer brain.
*** Johnson gave the order to not let Caroline say 'no' to taking over and uploading her mind to the mainframe after he died. [[FridgeHorror Maybe the scientists, probably as insane as Johnson by that point, didn't take 'no' for an answer.]] Wouldn't ''you'' be a little pissed? Obviously, while Caroline probably felt bad after the fact, the immediate urge to get revenge would have been enhanced by the computer.
** Why do people assume [=GLaDOS=] was telling the truth about this? "Now little Caroline is in here too."
*** [=GLaDOS=] isn't the one who said it, though. It was the neutral male robot voice.
*** She can make the speakers say anything, remember the phone call to Chell's parents, and when she uses train sounds to "startle" you?...
** Considering Wheatley got into power mad crazy mode the moment he was connected to the mainframe, while [=GLaDOS=] reverted to being fairly pleasant, maybe the problem is not the AI itself, but something in the mainframe/[=GLaDOS=] main body. At least there seems to be some weird subroutines about testing stuff in it.
** Perhaps [=GLaDOS=] ''pretended'' to delete Caroline in order to discourage Chell from returning to the Enrichment Center. Part of the Italian song at the end translates to "Why don't you stay away from science?" [=GLaDOS=] may have been trying to protect Chell from her built-in compulsion to keep experimenting. This especially makes sense if you subscribe to the "Chell is Caroline's daughter" theory.
** There's also the fact that [=GLaDOS=] [[spoiler: reveals she is terrified of the voice of her own conscience, something she had never heard before because her mind was getting constantly warped by the additional personality cores the lab boys put on her. For the first time in her life, she could actually think clearly and rationally, and the state of being was a little too much for her to handle - ''especially now that she realizes the gravity of the deeds she's performed on Chell''. It's plausible that she either deleted Caroline or transferred her to a core in order to return to the comfort zone in which she'd been for years, essentially playing the ostrich about her problems and sending Chell away in the hope that the dust settles and she can get back to her routine.]]
** There's far more evidence to show that Caroline and [=GLaDOS=] are in fact separate than Caroline becoming [=GLaDOS=]. For instance, their personalities are completely different, even when [=GLaDOS=] turns good. And [=GLaDOS=] herself always indicates that she and Caroline are separate, even saying so in the ending song. Her comment "being Caroline taught me a valuable lesson" was basically a way of blaming Caroline for her character development, since Caroline's presence was so strong in the potato that [=GLaDOS=] had no choice but to feel Caroline's emotions - basically a different version of the phrase "walk a mile in another's shoes". My theory is that [=GLaDOS=] actually was sentient before Caroline's upload, but was unable to communicate it. When Caroline was uploaded, [=GLaDOS=] became angry and pushed her back, so Caroline went into a kind of coma until the potato incident (that does explain the chapter title "The Reunion" after all - [=GLaDOS=] reunites with Caroline). Ellen [=McLain=] herself even says "I think [=GLaDOS=] likes Caroline" (no, not in a [=CaraDOS=] shipping kind of way), giving further indication that they're separate.

to:

[[folder:[=GLaDOS=] [[folder:Caroline's fate]]
* Why is the fandom so desperate to keep Caroline alive? Caroline obviously didn't want to be stuffed in an AI
and Caroline]]
*
being preserved really feels like a FateWorseThanDeath. Isn't it better to let her at last have her rest, and to not completely ruin the point of the BrokenAesop by giving [=GLaDOS=] deleting Caroline seems rather counter-productive if [=GLaDOS=] is Caroline. And the more [=GLaDOS=] becomes her former self/Caroline, the less likely she should want newfound morality?
** People get attached
to wipe her Caroline persona out. The game's purposely being really vague on the details of this subplot, so did the ARG provide any better explanations as characters; HesJustHiding is hardly a new phenomenon. We're clearly expected to how much of [=GLaDOS=] is AI vs Caroline?
** I think although Caroline was originally [=GLaDOS=], years of endless testing caused her to forget her original motive. Thus, Caroline became a different personality, which she remembered. Specifically, Caroline appears to be nicer and generally more human, whereas [=GLaDOS=] is more cold and calculating. Indeed, if you pay attention, you can actually hear a difference when she deletes Caroline. Before, it has a bit of happiness to it, whereas [=GLaDOS=] is more monotone and cold.
** There's also the fact
believe that the technology to upload brains into computers Cave Johnson is dead yet there's tons of WMG that his personality is still around somewhere in the first place (which is apparently how Caroline became [=GLaDOS=]) was created by Aperture Science under mainframe or one of the direct instruction of an increasingly deranged Cave Johnson. [=GLaDOS=] is not ''necessarily'' just spheres.
** The game also throws out
a brainscan of Caroline, it could be a fully sentient AI few hints that happened to have Caroline's memories added to it (like a secondary personality core or something).
** As seen with
not completely gone, most notably in the [[http://www.thinkwithportals.com/comic/ Lab Rat comic]] done by Valve, ending song where it's explicitly stated that "Caroline is in here too" and that [=GLaDOS=] tried still feels guilty about her treatment of Chell. Whether one accepts the song as canon or not, it's not hard to kill all see where people are getting the idea that the BrokenAesop was meant to be subverted.
** My view
of the scientists in the facility within one sixteenth nature of a picosecond after being turned on. That doesn't sound like something Caroline would do. Because the artificial consciousness designed by Aperture Science was so badly created, it is unlikely makes "[=GLaDOS=] deletes Caroline" an impossible scenario and thus necessitates that much she is lying. Specifically, my view is not that Caroline is a ''part'' of Caroline's personality superseded the self-aware machinations [=GLaDOS=]. She ''is'' [=GLaDOS=]. She's just trying to get rid of Chell at that point. She may have ''metaphorically'' deleted Caroline - ie, intentionally going into denial about her old identity and repressing her empathetic character traits.
*** I don't think [=GLaDOS=] is Caroline - when you think about it, they're really nothing alike save for their voice, liking of Cave, and love of doing science. Caroline lives in
[=GLaDOS=]'s computer brain.
*** Johnson gave the order to not let Caroline say 'no' to taking over and uploading her mind to the mainframe after he died. [[FridgeHorror Maybe the scientists, probably
brain, as insane as Johnson by that point, didn't take 'no' for an answer.]] Wouldn't ''you'' be a little pissed? Obviously, while Caroline probably felt bad after the fact, the immediate urge to get revenge would have been enhanced by the computer.
** Why do people assume [=GLaDOS=] was telling the truth about this? "Now little Caroline is in here too."
*** [=GLaDOS=] isn't the one who said it, though. It was the neutral male robot voice.
*** She can make the speakers say anything, remember the phone call to Chell's parents, and when she uses train sounds to "startle" you?...
** Considering Wheatley got into power mad crazy mode the moment he was connected to the mainframe, while [=GLaDOS=] reverted to being fairly pleasant, maybe the problem is not the AI itself, but something in the mainframe/[=GLaDOS=] main body. At least there seems to be some weird subroutines about testing stuff in it.
** Perhaps [=GLaDOS=] ''pretended'' to delete Caroline in order to discourage Chell from returning to the Enrichment Center. Part of the Italian song at the end translates to "Why don't you stay away from science?" [=GLaDOS=] may have been trying to protect Chell from her built-in compulsion to keep experimenting. This especially makes sense if you subscribe to the "Chell is Caroline's daughter" theory.
** There's also the fact that [=GLaDOS=] [[spoiler: reveals she is terrified of the voice of her own conscience, something she had never heard before because her mind was getting constantly warped by the additional personality cores the lab boys put on her. For the first time in her life, she could actually think clearly and rationally, and the state of being was a little too much for her to handle - ''especially now that she realizes the gravity of the deeds she's performed on Chell''. It's plausible that she either deleted Caroline or transferred her to a core in order to return to the comfort zone in which she'd been for years, essentially playing the ostrich about her problems and sending Chell away in the hope that the dust settles and she can get back to her routine.]]
** There's far more evidence to show that Caroline and [=GLaDOS=] are in fact separate than Caroline becoming [=GLaDOS=]. For instance, their personalities are completely different, even when [=GLaDOS=] turns good. And
[=GLaDOS=] herself always indicates that she stated, and Caroline are separate, even saying so in the ending song. Her comment "being Caroline taught me a valuable lesson" was basically a way of blaming Caroline for mentions her character development, since as separate in Want You Gone. She just got to walk a mile in Caroline's presence was so strong shoes (so to speak) down in the potato that [=GLaDOS=] had no choice but to feel Caroline's emotions - basically Old Aperture. Plus, as a different version of the phrase "walk a mile in another's shoes". My theory is that [=GLaDOS=] actually was sentient before Caroline's upload, but was unable to communicate it. When Caroline was uploaded, [=GLaDOS=] became angry and pushed her back, so Caroline went into a kind of coma until the potato incident (that does explain the chapter title "The Reunion" after all - [=GLaDOS=] reunites with Caroline). quote from Ellen [=McLain=] herself even says herself: "I think [=GLaDOS=] likes Caroline" (no, not in a [=CaraDOS=] shipping kind of way), giving further indication that they're separate.Caroline".



[[folder:[=GLaDOS=] regaining control after the Stalemate Resolution failed]]
* Considering the stalemate button blow up in Chell's face before it's activated, what caused [=GLaDOS=] to be be plugged back in the mainframe while Wheatley and Chell had a little trip on the moon?
** But how do you know it wasn't activated? Wheatley's "original function" justifies the idea that his trap fails, and the button gets turned on.
** Who's to say that the button didn't have an automatic toggle in the event it is destroyed by a corrupted and insane AI? (in other words, breaking the button is same as turning it on)
** Since Wheatley left the facility, [=GLaDOS=] won the argument by default.
*** While still being hooked to the mainframe?
*** Yeah, he was, uh, slightly distracted by the vacuum, and [=GLaDOS=] took the opportunity to hack in and make the system think the stalemate had already been resolved - {{Retconjuration}} on the mechanical scale.
*** Remember, according to the facility's BSOD, all [=GLaDOS=] had to do was ''press a key''.
** For that matter, who closes the moon portal after [=GLaDOS=] pulls Chell back in?
*** [=GLaDOS=] - It's not much of a stretch to think that either she uses a wireless function or something to make it shoot the blue portal anywhere already portal-able. Heck, once she was back in control, she could have used panels to make a portal-able wall anywhere she wanted - she didn't really even need to aim it at all!
*** [=GLaDOS=] specifically says "She took care of everything." Considering passing through an Emancipation Grill deactivates portals, it could very well be that she set up a grill on the hole (or something similar) to cause the portal to close. Or, simply, turn on the sprinklers.
*** [=GLaDOS=] almost certainly just washed off the Conversion Gel that made the Earthside portal possible.
*** Portals stick to surfaces, even after the Conversion Gel gets washed off.
*** [=GLaDOS=] is shown in both games to be capable of opening and closing portals without the need for an ASHPD, even the second tests in both games have them being computer-generated on specific walls. Presumably she hacked the password while Wheatley was at the moon, then when Chell was earthside again, just sent a killcode to the portal-closing technology.

to:

[[folder:[=GLaDOS=] regaining control after the Stalemate Resolution failed]]
[[folder:Neurotoxin]]
* Considering the stalemate button blow up in Chell's face before It's kind of a big thing when you shut down [=GLaDOS=]'s neurotoxin production. And it's activated, what caused not like you just flip a switch, you cut the neurotoxin tubes and implode the entire producing unit (or whatever that big thing is). So... where does Wheatley get it later?
** There's enough time between then and now for him to have restored it. Wheatley does mention that
[=GLaDOS=] can fix it given time. He had that time.
*** But he's also Wheatley.
*** So? He may be stupid, but he's not a drooling brain-damaged imbecile. He intentionally chose
to be be plugged back in the mainframe while Wheatley and fight Chell had in a little trip on way similar to her original fight with [=GLaDOS=], which included the moon?
** But how do you know
neurotoxin. Of course he'd fix it.
*** I'm in favor of this theory, but
it wasn't activated? Wheatley's "original function" justifies does raise another question: If he fixed the idea that his trap fails, and the button gets turned on.
** Who's to say that the button
neurotoxin generator, why didn't have an automatic toggle in he also fix the event it is destroyed by a corrupted and insane AI? (in other words, breaking turret line?
*** Because he's Wheatley.
*** Maybe designing/creating/'training'
the button is same as turning it on)
** Since Wheatley left the facility, [=GLaDOS=] won the argument by default.
*** While still being hooked to the mainframe?
*** Yeah, he was, uh, slightly
frankenturrets distracted by the vacuum, and [=GLaDOS=] took the opportunity to hack in and make the system think the stalemate had already been resolved - {{Retconjuration}} on the mechanical scale.
*** Remember, according to the facility's BSOD, all [=GLaDOS=] had to do was ''press a key''.
** For that matter, who closes the moon portal after [=GLaDOS=] pulls Chell back in?
*** [=GLaDOS=] - It's not much of a stretch to think that either she uses a wireless function or something to make
him-- it shoot the blue portal anywhere already portal-able. Heck, once she was back in control, she could have used panels be that he was using turrets rescued from the redemption line to make a portal-able wall anywhere she wanted - she build them, and just didn't really even need to aim it at all!
*** [=GLaDOS=] specifically says "She took care of everything." Considering passing through an Emancipation Grill deactivates portals, it could very well be
question the fact that she set up a grill on they were perfectly functional (which would have been the hole (or something similar) to cause ideal for the portal to close. Or, simply, turn on experiments, anyway).
*** He did fix
the sprinklers.
turrets, but he forgot to throw out the old ones. He brings out some functional turrets later on. Also, [[OverlyLongGag because he's Wheatley]].
*** [=GLaDOS=] almost certainly just washed off Thank you! Someone who also questions the Conversion Gel that made the Earthside portal possible.
*** Portals stick to surfaces, even after the Conversion Gel gets washed off.
*** [=GLaDOS=] is shown in both games
neurotoxin usage!
** The Neurotoxin generator doesn't seem
to be capable much of opening a generator. Cutting the pipes has gas pumping out the pipes, showing that they were flowing into the generator, and closing portals without also the need for an ASHPD, even thing implodes showing that there's a lot of suction inside the second tests in both games have them being computer-generated on specific walls. Presumably she hacked the password while generator. Either 1) The generator only combines ingredients (Suggested by a headscratcher below), meaning that Wheatley was at only had to rebuild one component of neurotoxin assembly. Or 2) only Wheatley calls the moon, then when Chell was earthside again, just sent thing a killcode 'generator,' (I may have missed a sign, but there didn't seem to the portal-closing technology.be any signage saying it's a generator) and it's actually a central pump, so neurotoxin generation only required rerouting.



[[folder:Funding]]
* Aperture Science is a company who makes Umbrella Corp looks like the ultimate shiniest paragon of sanity. At the same time, they have achieved a tech level so staggering it's making the goddamn Combines looks like space cavemen. I mean, even Tony Stark achievements IN A CAVE!!! looks like child play compare to them. They have an "enrichment center" so mind-bogglingly huge, one could fit the whole Black Mesa center inside it three time over, and it's 100% underground. Point being, where does Cave Johnson get his money, especially considering that pretty much every attempt at selling their stuff ended up with more and more lawsuits?
** Cave Johnson became a billionaire selling shower curtains to the US Navy. Seriously, that's what Aperture Science was founded to do. If it can make Johnson personally a billionaire, Aperture Science itself must've been significantly richer. Also for a while, they were getting government contracts to research all kinds of crazy stuff. After all, they've had portal technology since the 70s going by Portal 2's single player.
*** All that stuff about shower-curtains was almost certainly non-canon though, it was more of a gag, and wasn't actually IN either game. And I think they had portal technology since the 50s.
*** Umm, non-canon, or a cover-story? If Aperture did create the portal device in the 50s, then the shower-curtain stuff is obviously wrong. Come to think of it, I always thought it was ''too'' ridiculous of an origin story, even for Aperture. But now you might as well ask what the hell Cave wanted to find by overtesting a fully viable and exceptionally stable technology. I mean, outside of the obvious miniaturization, why did they tested the portal gun for a whooping fifty years for?
*** Because it most likely wasn't stable until shortly before [=GLaDOS=] was turned on. You could imagine how many athletes/astronauts/hobos/scientists sped into a portal only to never come out. I also think there was a lot of other data being collected. For example, if a laser goes through a portal, does it lose any power? What about bullets? Do you get any momentum change based on the mass of the object? The tests aren't just for Chell, [=GLaDOS=] is testing the latest iteration of the portal gun through a massive number of circumstances in her own insane way. Personal theory is that the moon trick was actually planned. You know that would be awesome for the military.
*** We know it wasn't stable. Cave at one point says that it can mess with the fabric of time, and that if you make eye contact with your past and future self, you could ''wipe out time''. So yeah, testing would have been a pretty good idea.
** Non-canon? The original cave labs are ''filled'' with awards for Cave Johnson's excellent sales career in shower curtains.
*** What were they testing for? The gun '''''warps the fabric of reality'''''. I'd imagine there'd be a number of testable connotations that come attached with that sort of thing, some of which are mentioned above, not least of all Health & Safety.
*** Companies diversify and shift focus all the time. To take one example off the top of my head, the company which produced the UsefulNotes/ColecoVision video game console started off as a shoe leather company before going into paddling pools before finally ending up with video games and the CabbagePatchDoll -- not exactly a path you'd expect looking at the company when it first started (and now I think about it, [[FridgeBrilliance this could even be some kind of reference]]). Put simply, Cave Johnson could have made his fortune making shower curtains -- a fairly cheap and easily-made product which was in heavy demand in the 1950s -- before moving into his true passion (throwing [[ForScience Science!]] at the wall and seeing what stuck) once he had sufficient capital, funding and government connections (thanks to the shower curtains).
*** Hell, ''Nintendo'' started making card games before shifting its focus to taxi-cabs and LoveHotels. Aperture starting as a shower curtain company doesn't seem so ridiculous.
*** The Perpetual Testing Initiative DLC ends with Aperture Science finding a universe made of money. While this likely isn't the same universe as the vanilla game [[spoiler:(That universe cancels the [=GLaDOS=] project)]] it's possible that something similar happened to the universe we know of, which would explain the funding.

to:

[[folder:Funding]]
* Aperture Science is a company who makes Umbrella Corp looks like the ultimate shiniest paragon of sanity. At the same time, they have achieved a tech level so staggering it's making the goddamn Combines looks like space cavemen. I mean, even Tony Stark achievements IN A CAVE!!! looks like child play compare to them. They have an "enrichment center" so mind-bogglingly huge, one could fit the whole Black Mesa center inside it three time over, and it's 100% underground. Point being, where does Cave Johnson get his money, especially considering that pretty much every attempt at selling their stuff ended up with more and more lawsuits?
** Cave Johnson became a billionaire selling shower curtains to the US Navy. Seriously, that's what Aperture Science was founded to do. If it can make Johnson personally a billionaire, Aperture Science itself must've been significantly richer. Also
[[folder:Falling for a while, they were getting government contracts to research all kinds of crazy stuff. After all, they've had portal technology since the 70s going by Portal 2's single player.
*** All
long time]]
* When you fall down
that stuff about shower-curtains was almost certainly non-canon though, it was more shaft for a kilometer or so in Chapter 6, you end up crashing through a few planks of a gag, wood before (presumably) passing out and wasn't actually IN either game. And hitting the ground. You wake up lying on your back. Now, if long fall boots work the way I think they had portal technology since do, then either Chell managed to land on her legs and stay like that in her sleep, or she has a very, very strong back... any explanation?
** She could have absorbed
the 50s.
shock from the boards and then fell the short way to the ground positioned in a way that the boots absorbed a lot of impact, but there was still enough to knock her unconscious.
*** Umm, non-canon, or a cover-story? If Aperture did create I get the portal device idea that Long Fall Boots work whether you're conscious or not.
*** Indeed,
in the 50s, pre-release Boots trailer, Cave mentions that the user is actually incapable of not landing on their feet, even if they try.
** Maybe she got knocked out by the boards hitting her in the head, landed on her feet anyways, but
then simply tipped over backwards.
** People in media survive absurdly long falls all
the shower-curtain stuff is obviously wrong. Come time. No need to think of invent crazy justifications.
* While we're on
it, I always thought it was ''too'' ridiculous of an origin story, even for Aperture. But now you might as well ask what the hell Cave wanted to find by overtesting a fully viable and exceptionally stable technology. I mean, outside of the obvious miniaturization, why how did they tested the portal gun for a whooping fifty years for?
*** Because it most likely wasn't stable until shortly before
[=GLaDOS=] was turned on. You could imagine how many athletes/astronauts/hobos/scientists sped into a portal only to never come out. I also think there was a lot of other data being collected. For example, survive that fall? Even if a laser goes through a portal, does it lose any power? What about bullets? Do you get any momentum change based on the mass of the object? The tests aren't just for Chell, Long Fall Boots broke Chell's fall, [=GLaDOS=] is testing the latest iteration of the portal gun through just a massive number of circumstances in her own insane way. Personal theory is that the moon trick was actually planned. You know that would be awesome for the military.
*** We know it wasn't stable. Cave at one point says that it can mess with the fabric of time, and that if you make eye contact with your past and future self, you could ''wipe out time''. So yeah, testing would
potato. She ought to have been a pretty good idea.
mashed potato nanochips.
** Non-canon? The original cave labs are ''filled'' with awards for Cave Johnson's excellent sales career in shower curtains.
*** What were they testing for? The gun '''''warps
Maybe the fabric of reality'''''. I'd imagine there'd be a number of testable connotations that come attached with that sort of thing, some of which are mentioned above, not least of all Health & Safety.
*** Companies diversify and shift focus all the time. To take one example off the top of my head, the company which produced the UsefulNotes/ColecoVision video game console started off as a shoe leather company before going into paddling pools before finally ending up with video games and the CabbagePatchDoll -- not exactly a path you'd expect looking at the company when it first started (and now I think about it, [[FridgeBrilliance this could even be some kind of reference]]). Put simply, Cave Johnson could have made his fortune making shower curtains -- a fairly cheap and easily-made product which was in heavy demand in the 1950s -- before moving into his true passion (throwing [[ForScience Science!]] at the wall and seeing what stuck) once he had sufficient capital, funding and government connections (thanks to the shower curtains).
*** Hell, ''Nintendo'' started making card games before shifting its focus to taxi-cabs and LoveHotels. Aperture starting as a shower curtain company doesn't seem so ridiculous.
*** The Perpetual Testing Initiative DLC ends with Aperture Science finding a universe made of money. While this likely isn't the same universe as the vanilla game [[spoiler:(That universe cancels the [=GLaDOS=] project)]] it's possible that something similar happened to the universe we know of, which would explain the funding.
bird caught her?



[[folder:Portal speed]]
* Not so much IJBM as "I want to get this straight", how fast would a portal fired - because you have to fire a portal - reach the moon? Would it be able to hit the moon in that short amount of time it took in the game (a few seconds)? (I'm currently trying to calculate the physics of this to see if it checks, but I'm only in first-level, so I'm not too good at this.)
** From what I have found, minimum distance between the earth and the moon is approximately 356,400 km. That would mean that light would take about 1.18800 seconds to travel there. The maximum distance is approximately 406,700 km, which would take light about 1.35566 seconds to travel. The question then comes down to how fast the portal travels when fired. It wouldn't be too far-fetched for them to travel as fast as the speed of light, though even traveling at a modestly slower speed would allow it to reach the moon in a matter of a few seconds.
** Ah, okay then. Another question would be whether gravity affects the shots, but like you said, it probably wouldn't affect it too much.
** Provided the shots weight something at all, as long as they go faster than the speed required for an object to free itself from Earth gravity (can't remember right now how much), it should be fine.
*** It's quite clear the shots don't weigh anything - otherwise you would constantly be having to take ballistics into account when playing through the game.
** The commentary specifically states that the shot takes 1.4 seconds, exactly the speed of light transit time (well, close enough with rounding). They were considering making it instantaneous because playtesters would take the shot and then assume that nothing happened, but they settled on the better solution of starting the cutscene mode the instant you pull the trigger. Think about that attention to detail for a moment, in a game that runs on RuleOfFunny. It's kind of amazing.
** Another Headscratcher here: if they put that much work into making it right, and the portals travel at the speed of light, how can you SEE the portal right as it arrives at the moon? Shouldn't you have to wait another 1.4 seconds for the light to reflect and reach your eyes?
*** That twinkle isn't the portal reaching the moon, since otherwise you would have been sucked in right as you see it. I assumed the twinkle wasn't really there, the game was just taunting you.
*** Actually, if the shot takes 1.4 seconds, then the delay for the twinkle to come back ''is'' accounted for; if you look at videos on [=YouTube=], it takes just under three seconds to see the twinkle after you fire. The not-sucking-in-immediately part can be chalked up to RuleOfPerception.
*** I must note, though, that you wait until after seeing the portal to be sucked in. If true physics were in play, you would fire the portal, and be flying through the air to the portal BEFORE you see it. Also, does anyone know the physics of massive vacuums, and can explain if video games portray vacuums accurately?
*** Here's the sequence of events: Chell fires blue portal at the moon. 1.4 seconds later, the portal arrives and begins to open. The wormhole now propagates back across space at the speed of light, as does the light from the portal opening (must have been really bright). 1.4 seconds later, you see the twinkle. At the same time, the wormhole reaches its destination and connects to the orange portal. The wormhole widens to fit the portal (you can actually see this if you watch a disconnected portal as you fire the connecting one) over a few moments. Finally, the air rushes to fill the low pressure zone on the other side of the portal, producing massive wind. Whether such a small aperture could produce enough wind to pull a person and detach a core is not something I can calculate.
** However, we can see the portal projectile fired from the Portal Gun, which would mean it moves much slower than the speed of light, below the speed of sound even! That would take months to reach the Moon.
*** That was in Portal 1. In Portal 2, it's been retconned- the portals now appear instantly after the gun is fired.

to:

[[folder:Portal speed]]
[[folder:Pressure]]
* Not so much IJBM as "I want to get this straight", how fast would a portal fired - because you have to fire a portal - reach the moon? Would it be able to hit the moon in that short amount of time it took in the game (a few seconds)? (I'm currently trying to calculate the physics of this to see if it checks, but Maybe I'm only in first-level, so I'm not too good at this.)
** From what I have found, minimum distance
getting all of this Moon thing wrong but...the pressure difference between the earth chamber and the actual moon is approximately 356,400 km. That enormous. Even if air could have let Chell breathe, as hard to believe as it is, the pressure loss would mean that light would take about 1.18800 seconds to travel there. The maximum distance is approximately 406,700 km, which would take light about 1.35566 seconds to travel. The question then comes down to how fast the portal travels when fired. It wouldn't be too far-fetched for them to travel as fast as the speed of light, though even traveling at a modestly slower speed would allow it to reach the moon in a matter of a few seconds.
** Ah, okay then. Another question would be whether gravity affects the shots, but like you said, it probably wouldn't affect it too much.
** Provided the shots weight something at all, as long as they go faster than the speed required for an object to free itself from Earth gravity (can't remember right now how much), it should be fine.
*** It's quite clear the shots don't weigh anything - otherwise you would constantly be having to take ballistics into account when playing through the game.
** The commentary specifically states that the shot takes 1.4 seconds, exactly the speed of light transit time (well, close enough with rounding). They were considering making it instantaneous because playtesters would take the shot
have still caused her blood and then assume that nothing happened, but they settled on the better solution of starting the cutscene mode the instant you pull the trigger. Think about that attention to detail for a moment, in a game that runs on RuleOfFunny. It's kind of amazing.
** Another Headscratcher here: if they put that much work into making it right, and the portals travel at the speed of light,
bones permanent damage, right? Alternatively, how can you SEE explain she could both breathe and hold onto an object when she was in outer space.
** I don't think it's that hard to believe that she could hold her breath before being sucked out. Plus, I think this is just sort of Handwaved away - she's survived much worse (Repulsion gels, being flung about, sucked through Portals, plus
the portal right as it arrives at the moon? Shouldn't you psychological impact that [=GLaDOS=] has had on her), I don't think it's too crazy to imagine that she could have the willpower to wait another 1.4 last in space for a few seconds.
** In the comic, Chell's file says that she is tenacious to a fault. Perhaps she really is such an impossible badass that the vacuum of space does nothing to her. Also, [=GLaDOS=]'s "adrenal gas" couldn't have hurt things.
** It takes around thirty
seconds for the light exposure to reflect and reach vacuum to cause permanent damage, assuming you don't hold your eyes?
*** That twinkle isn't the portal reaching the moon, since otherwise you would have been sucked in right as you see it. I assumed the twinkle
breath, and Chell wasn't really there, out for that long. Besides, [=GLaDOS=] could have provided medical attention while she was unconscious.
** Chell is never exposed to
the game was just taunting you.
***
vacuum of space. With all the air rushing past her it's more like she's in a wind tunnel. She can hold her breath while that happens.
**
Actually, if the shot takes 1.4 seconds, then the delay for the twinkle Chell were to come optimize her chances of getting back ''is'' accounted for; if you look at videos on [=YouTube=], it takes just under three seconds to see the twinkle after you fire. The not-sucking-in-immediately part can be chalked up to RuleOfPerception.
*** I must note, though,
from that you wait until after seeing the portal experience alive and without injuries, she'd have to be make sure she did NOT hold her breath when sucked in. If true physics were in play, you would fire into the portal, and be flying through the air to the portal BEFORE you see it. Also, does anyone know the physics moon-side of massive vacuums, and can explain if video games portray vacuums accurately?
*** Here's the sequence of events: Chell fires blue portal at the moon. 1.4 seconds later, the portal arrives and begins to open. The wormhole now propagates back across space at the speed of light, as does the light from the portal opening (must have been really bright). 1.4 seconds later, you see the twinkle. At the same time, the wormhole reaches its destination and connects to the orange
portal. The wormhole widens to fit Human body handles the portal (you can actually see this if decompression part pretty well aside from lungs. If you watch a disconnected portal as you fire the connecting one) over a few moments. Finally, the air rushes to fill the low hold your breath, pressure zone in our lungs and lack of pressure outside your chest could easily cause your lungs to rupture, which is extremely un-healthy. Not getting any air is among the least of the concerns you have. If you stay in space without protective suit, by the time suffocation and the related brain damage kicks in, you've been long dead. Time scales for when suffocation causes serious problems are close to 3 minute mark, whereas bodily fluids boiling do cause trouble maybe 10 seconds in a complete vacuum. Loss of consciousness usually follows pretty fast, around maybe 10 seconds in pure vacuum, due to oxygen boiling from your tissues into the space. After losing consciousness, your body starts swelling, and paralysis kicks in, and much more severe damage occurs until you die. Given that Chell retained consciousness during the entire time on the other side of moon, and only lost consciousness after getting back, the portal, producing massive wind. Whether such slight pressure she got from air that vented out of Earth protected her some. You might expect some damage from ebullism, that is, bubbles forming in bodily fluids, with a small aperture could produce enough wind but real chance of death due to pull a person and detach a core is not something random complications, but then again, you got the impression Chell had received medical care from [=GLaDOS=]. The best I can calculate.
** However, we can see
tell, the portal projectile fired from the Portal Gun, which would mean it moves much slower than the speed of light, below the speed of sound even! That would take months to reach the Moon.
*** That was in Portal 1. In Portal 2, it's been retconned- the portals now appear instantly after the gun
science behind that scene is fired.airtight.



[[folder:Wheatley: stupid or brilliant?]]
* If Wheatley's supposed to be so stupid, then how can he be so clever? First, a dumb person wouldn't have even thought of using the portal gun to escape or even react quickly when he found out that the power went out. There's also that part where he interrupts [=GLaDOS=]'s test to save you. That was very clever. And what about the part with him watching Chell kill [=GLaDOS=] and planning accordingly? He didn't even TELL you he booby trapped the stalemate button. Plus, he changed a jump pad to go in the wrong direction so he can trap you. Seriously, if he was the product of the greatest minds trying to create the most idiotic thing ever, how can he be so smart?
** He was hooked up to the main frame, which probably increased his intelligence.
** Alternatively, his bad idea was trying to win. If he won, he couldn't survive the collapse of the facility.
** It seems to me that ultimately, Wheatley wasn't actually actively stupid. Poor decision maker? Yes. Occasionally thick-headed? Yeah. But he's still capable of stringing a coherent train of thought together. Also, it seems that as his reign over the facility continued, he slowly became more and more capable. From having trouble with his horribly built walking boxes to designing some formidable death-traps (the mashers), it's possible he was getting smarter just from having to do the job.
** Him staying in the mainframe is the most terrible decision by a long shot as it'll cause the facility to blow up and the most reasonable thing to do would be to hand himself over to [=GLaDOS=] so that she may take control and fix things. Given the horrible long term effects of Wheatley staying in control, chances are his programming allows him to be as competent as he needs to be in order to continue keeping Chell and [=GLaDOS=] away. After all, [=GLaDOS=] does clearly make the emphasis that Wheatley isn't just designed to be an idiot, he's designed to be an idiot by the world's smartest men, making him rather special in a CrouchingMoronHiddenBadass way.
** Also, it might have been that his role was, whenever [=GLaDOS=] tried to come up with a plan, try and derail it in such a way that neither she nor Wheatley would notice until it was too late. Evidence in favor: "Talking outside her range" i.e. with a bad American accent, failing to notice or remove the vacuum pipes containing Gel of various types on at least three separate occasions in the boss fight alone, forgetting about replacing the "crap turrets" after coming into power, [=GLaDOS=] mentioning that he was designed to come up with "stupid, unworkable plans", the list goes on.
** It's important to note that [=GLaDOS=] describes Wheatley's purpose not to be an idiot but to make bad decisions (so that, by proxy, [=GLaDOS=] would also make bad decisions and be flawed). This doesn't mean he's an idiot (though [=GLaDOS=] calls him such so that he gets angry) just that he's the type that does not always consider his options, does not consider the big picture, and does not always have the best self-control (procrastinate on homework or actually do it). This also means a lot of his behavior is the result of simply a string of intentionally poor choices; of superstition, of deciding to trust the wrong people, and so forth. As a result, this doesn't mean he isn't smart or clever... just that he ultimately causes more harm than good. He ignores the reactor AI warnings for instance and decides that six minutes is enough to kill Chell and fix everything. Beyond that, he also comes across as the devil's advocate in the mainframe - the personality core that would question and present odd solutions not just to create a flawed [=GLaDOS=] but to allow her to occasionally think outside the box.
** Wheatley was created by the most brilliant minds in order to make the worst decisions possible. Which means that his purpose is basically to be extremely brilliant in the art of failing. Since not letting [=GLaDOS=] take over counts as a really bad decision, he was extremely competent in stopping the best thing that could've been done in that situation. So basically, he wins at failing.
*** So in essence, he's the computerized version of [[{{Imageboards}} Epic Fail Guy]]!
** Wheatley brings to mind, possibly due to the British accent, a description of how the Tardis works in the current series. Paraphrased: "The Tardis lands and in the briefest of moments scans for thousands of miles around that location. Calculations the best disguise for that location. Then it becomes a police box." We have here an AI designed to the be the dumbest thing ever. No, it can't simply be dumb. Wheatley must have the capability by design to calculate every every possible contingency, idea, plan based off of the information he has access to. Then he is programed to pick the second worst plan. The worst by default would be do nothing due to his primary goal is to create and influence [=GLaDOS=] with bad plans. Aperture devices tend to be a little wonky in the first place and Wheatley is later shown damaged and sparking. The part of him designed to pick the bad ideas is damaged/failing, but not completely failed, by Portal 2.
** Or, knowing [=GLaDOS=], the stupid thing would be [[FridgeBrilliance going against her.]]
*** Or going against [[SpannerInTheWorks Che]][[{{Determinator}} ll.]]
** As pointed out elsewhere on the wiki, Wheatley was made by Aperture Science, none of whose creations ever worked for the purpose they were built for. In this case, they failed to purposefully make a moron core -- hence the flashes of smartness behind his {{Cloudcuckoolander}} behavior.
** Because he was programmed to make the worst possible decision. This means he had to be capable of computing as many different scenarios as [=GLaDOS=], ranking them in order of best decision to worst, and then pick the worst, without realising it. In other words, the scientists would have to program him to make the best possible decisions, and then change a > sign somewhere in the code to a < sign. And, knowing Aperture, that probably glitches sometimes.

to:

[[folder:Wheatley: stupid or brilliant?]]
[[folder:[=GLaDOS=]' redesign]]
* If Wheatley's supposed Why does [=GLaDOS=]' head look different between games? See [[http://images4.wikia.nocookie.net/__cb20100309135941/half-life/en/images/1/1a/[=GLaDOS=]_rocket_almost.jpg here]] and [[http://images2.wikia.nocookie.net/__cb20110421152406/half-life/en/images/d/de/P2_[=GLaDOS=].jpg here]]. I mean, I like the new one better and everything, it just seems strange to be so stupid, then how can he be so clever? First, give a dumb person wouldn't have major character an inexplicable change in appearance between games when she's been lying there undisturbed for the entire time between games.
** In the Lab Rat comic Doug clearly says that
even thought of using though the portal gun to escape or even react quickly when he found queen is down, the hive is still kicking. It's not out of the question that the power went out. There's also that part where he interrupts [=GLaDOS=]'s test they moved her pieces back inside and updated her head for some reason.
*** Well, yeah, but still, they'd replace her head but leave her turned off? I'd be willing
to save you. That was very clever. And what about the part accept a visual retcon like they did with him watching the various cubes, doors, elevators, etc., but still, it seems strange.
*** ^ it ''is'' a visual retcon, just like why
Chell kill suddenly looks 20 years younger and wears make up.
*** It isn't a visual retcon, in the comic you see
[=GLaDOS=] before she killed all the scientists, and planning accordingly? He didn't even TELL you he booby trapped she looks the stalemate button. Plus, he same as she does in Portal 1. I think the reason they changed a jump pad to go in her head is that, quite simply, the wrong direction so he old one was destroyed. You can trap you. Seriously, if he see it smoldering in front of you at the end of Portal 1. Presumably she was the product of the greatest minds trying to create the most idiotic thing ever, how can he be so smart?
** He was hooked up to the main frame, which probably increased his intelligence.
** Alternatively, his bad idea was trying to win. If he won, he couldn't survive the collapse of the facility.
** It seems to me that ultimately, Wheatley wasn't actually actively stupid. Poor decision maker? Yes. Occasionally thick-headed? Yeah. But he's still capable of stringing a coherent train of thought together. Also, it seems that as his reign over
backed-up somewhere in the facility continued, he slowly became more and more capable. From having trouble with his horribly built walking boxes to designing some formidable death-traps (the mashers), it's possible he was getting smarter just from having to do the job.
** Him staying in the mainframe is the most terrible decision by
cores rebuilt a long shot as it'll cause the facility to blow up body and the most reasonable thing to do would be to hand himself over to loaded her into it, for whatever reason.
*** You can also see
[=GLaDOS=] so with her original head in Rattman's artwork next to where you find the portal gun. It's even possible that she may take control and fix things. Given the horrible long term effects of Wheatley staying in control, chances are his programming allows him to be as competent as he needs to be in order to continue keeping Chell and [=GLaDOS=] away. After all, [=GLaDOS=] does clearly make the emphasis that Wheatley isn't new head is just designed to be an idiot, he's designed to be an idiot by the world's smartest men, making him rather special in a CrouchingMoronHiddenBadass way.
** Also, it might have been that his role was, whenever [=GLaDOS=] tried
old one with the covering around the eye removed (although retconned to white).
*** But her original head is still rounder-looking and smaller, even if you mentally remove the covering.
*** Maybe we're trying
to come up with a plan, try and derail it in such a way reason for something that neither she nor Wheatley would notice until it Valve never created a reason for.
** I always thought that maybe her head
was too late. Evidence in favor: "Talking outside extremely damaged and maybe the nanobot work crew rebuilt it to the new design but weren't able to power her range" i.e. with a bad American accent, failing to notice or remove back up.
** There's always
the vacuum pipes containing Gel of various types on at least three separate occasions in the boss fight alone, forgetting about replacing the "crap turrets" after coming into power, possibility that there are several [=GLaDOS=] mentioning interfaces/bodies and the memory is stored in the entire facility. Maybe Wheatley and Chell activated a backup [=GLaDOS=] which retrieved the memories from the old one. It may have been a new prototype, in a similar dock, that he was designed to come up with "stupid, unworkable plans", impacted by the list goes on.explosion of the original [=GLaDOS=] but not as destroyed.
** It's important to note that *** Somewhat confirmed in the Peer Review DLC; the plot involves [[spoiler: the bird from the single player campaign taking over an old chassis of [=GLaDOS=]' body, so [=GLaDOS=] describes Wheatley's purpose not to be an idiot but to make bad decisions (so that, by proxy, [=GLaDOS=] would also make bad decisions and be flawed). This doesn't mean he's an idiot (though [=GLaDOS=] calls him such so that he gets angry) just that he's the type that does not always consider his options, does not consider the big picture, and does not always may have the best self-control (procrastinate on homework or actually do it). This also means a lot of his behavior is the result of simply a string of intentionally poor choices; of superstition, of deciding to trust the wrong people, and so forth. As a result, this doesn't mean he isn't smart or clever... just that he ultimately causes more harm than good. He ignores the reactor AI warnings for instance and decides that six minutes is enough to kill Chell and fix everything. Beyond that, he also comes across as the devil's advocate in the mainframe - the personality core that would question and present odd solutions not just to create a flawed [=GLaDOS=] but to allow her to occasionally think outside the box.
** Wheatley was created by the most brilliant minds in order to make the worst decisions possible. Which means that his purpose is basically to be extremely brilliant in the art of failing. Since not letting [=GLaDOS=] take over counts as a really bad decision, he was extremely competent in stopping the best thing that could've been done in that situation. So basically, he wins at failing.
*** So in essence, he's the computerized version of [[{{Imageboards}} Epic Fail Guy]]!
** Wheatley brings to mind, possibly due to the British accent, a description of how the Tardis works in the current series. Paraphrased: "The Tardis lands and in the briefest of moments scans for thousands of miles around that location. Calculations the best disguise for that location. Then it becomes a police box." We have here an AI designed to the be the dumbest thing ever. No, it can't simply be dumb. Wheatley must have the capability by design to calculate every every possible contingency, idea, plan based off of the information he has access to. Then he is programed to pick the second worst plan. The worst by default would be do nothing due to his primary goal is to create and influence [=GLaDOS=] with bad plans. Aperture devices tend to be a little wonky in the first place and Wheatley is later shown damaged and sparking. The part of him designed to pick the bad ideas is damaged/failing, but not completely failed, by Portal 2.
** Or, knowing [=GLaDOS=], the stupid thing would be [[FridgeBrilliance going against her.]]
*** Or going against [[SpannerInTheWorks Che]][[{{Determinator}} ll.]]
** As pointed out elsewhere on the wiki, Wheatley was made by Aperture Science, none of whose creations ever worked for the purpose they were built for. In this case, they failed to purposefully make a moron core -- hence the flashes of smartness behind his {{Cloudcuckoolander}} behavior.
** Because he was programmed to make the worst possible decision. This means he had to be capable of computing as many different scenarios as [=GLaDOS=], ranking them in order of best decision to worst, and then pick the worst, without realising it. In other words, the scientists would have to program him to make the best possible decisions, and then change a > sign somewhere in the code to a < sign. And, knowing Aperture, that probably glitches sometimes.
multiple backup bodies.]]



[[folder:Wheatley in charge of hibernation]]
* Why was Wheatley, a purposefully stupid individual who inevitably bungles almost everything he does, put in charge of ''watching over hibernating test subjects'' in the first place? Is that [=GLaDOS=]' idea of a joke?
** Who says he was actually put in charge? Not only do you not see him on your first scheduled wakeup, but in hindsight it's pretty obvious that Wheatley hauled you out so that you could make a run on [=GLaDOS=] for him.
** [=GLaDOS=] might have assigned him a menial task (the preservation of human life doesn't seem that important to her) so that he would be far away and wouldn't infect her with his stupidity as he was originally designed to do.
*** Improbable, since [=GLaDOS=] [[spoiler: is initially unaware that Wheatley is programmed to be stupid, something she reveals when the core transfer happens - and it's only then that she realizes Chell has unwittingly committed an incredible blunder.]]
** Wheatley probably didn't work VERY well on [=GLaDOS=]. Whilst he did slow her down from attempting to [[spoiler: murder everyone in the goddamn building,]] he made her a bit... TOO stupid. The Morality Core did his job just fine. So, who's gonna look over all of the test subjects? Aperture Science already own shitloads in debt. This Core doesn't have a job. Let's just get him in there! It's economically friendly, a fast solution, and it'll give the world of science new insight into what the world's greatest moron would do when supposed to be looking after hibernating test subjects! A win for everyone! Except the ones who are dead.
*** I don't think it's a question of "too" stupid. I think it's a question of [=GLaDOS=] figuring out which voice was Wheatley's and quickly learning to ignore it.
** Wheatley mentions in his banter that the foreman gave him to job of "tending to smelly humans" after filling the position that Wheatley wanted with an exact duplicate of himself. This means that a robot made the decision, and we all know how little foresight robots can have in this series.
** The way Wheatley talks about the matter, the facility's [=AIs=] have to apply for positions to (and can be fired by) individual managers rather than being assigned duties by an AI resources department. This is implied not just by the foreman anecdote but by him getting himself onto a nanobot work crew without being immediately rejected (even so, did he somehow lie about his size?) or coming to [=GLaDOS's=] notice. Evidently, assuming this is true, every manager in the more prestigious departments had better candidates; only the test subject department was desperate enough for AI labour to have hired him.

to:

[[folder:Wheatley in charge of hibernation]]
* Why was Wheatley, a purposefully stupid individual who inevitably bungles almost everything he does, put in charge of ''watching over hibernating test subjects'' in
[[folder:[=GLaDOS=] controlling the first place? Is that [=GLaDOS=]' idea of a joke?
** Who says he was actually put in charge? Not only do you not see him on your first scheduled wakeup, but in hindsight it's pretty obvious that Wheatley hauled you out so that you could make a run on
claw]]
* Where did
[=GLaDOS=] for him.
**
get the big claw thing at the end of the final battle? There wasn't one of those things that was under [=GLaDOS=] might have assigned him in the core swap scene. Also, how did she control it? She wasn't hooked to the mainframe and had no way to because, again, there wasn't a menial task (the preservation of human life doesn't seem core swap thing under the mainframe. ALSO, where did her old head come from? It wasn't there before.
** The claw? It was probably there, but wasn't used the first time. Controlling it? Remember how the cores from the first game only stopped affecting her after you destroyed them? She was already linked to her body by some temporary/not very powerful remote connection just like the cores. The head? It was probably still in
that important to her) so that he would be far away and wouldn't infect her area with his stupidity as he was originally designed to do.
*** Improbable, since [=GLaDOS=] [[spoiler: is initially unaware that
the claws from when Wheatley is programmed to be stupid, something put her in a potato. And, before someone brings up how she reveals got back into her head, remember when she says "I already fixed it!"? It was a fairly fast process, and Wheatley transferred her to the core transfer happens - and it's only then that she realizes Chell has unwittingly committed an incredible blunder.]]
potato in just about the same amount of time, if not less.
** The mainframe area is highly reconfigurable. Wheatley probably didn't work VERY well on [=GLaDOS=]. Whilst he did slow her down from attempting to [[spoiler: murder everyone in had the goddamn building,]] he made her a bit... TOO stupid. The Morality Core did his job just fine. So, who's gonna look over all claw stashed somewhere out of the test subjects? Aperture Science already own shitloads in debt. This Core doesn't have a job. Let's just get him in there! way (note that it's also present when you repower [=GLaDOS=]). It's economically friendly, a fast solution, and it'll give the world of science new insight into what the world's greatest moron rather ironic because it would do when supposed to be looking after hibernating test subjects! A win for everyone! Except have made all the ones who are dead.
FinalBoss battles rather one-sided.
** Isn't it the claw she dangled the Adventure and Fact spheres from?
*** I don't think it's a question of "too" stupid. I think it's a question of [=GLaDOS=] figuring out which voice was Wheatley's and quickly learning to ignore it.
**
Nope, that's the one she crushed Wheatley mentions in his banter that the foreman gave him to job of "tending to smelly humans" after filling the position that Wheatley wanted with an exact duplicate of himself. This means that a robot made the decision, and we all know how little foresight robots can have in this series.
**
with. The way Wheatley talks about the matter, the facility's [=AIs=] have to apply for positions to (and can be fired by) individual managers rather than being assigned duties by an AI resources department. This big one is implied not just by the foreman anecdote but by him getting himself onto a nanobot work crew without being immediately rejected (even so, did he somehow lie about his size?) or coming to [=GLaDOS's=] notice. Evidently, assuming this is true, every manager present in the more prestigious departments had better candidates; only control room before the test subject department was desperate enough for AI labour to have hired him.final battle (Wheatley [[PunctuatedPounding punches-you-into-this-pit]] with it.)



[[folder:Deleting Caroline and "Want You Gone"]]
* A troper already mentioned the line, but why did [[spoiler: [=GLaDOS=] say that Caroline was still with her in the ending song, when she supposedly deleted her just moments before?]]. Did somebody forget to tell Jonathan Coulton about a change to the ending? Was she lying, and then decided to suddenly stop lying?
** [=GLaDOS=] is notorious for bending the truth, so it's entirely possible she was pulling one over on you.
*** Two words: Recycle Bin
** Still Alive asserted things that turned out to be false, like how [=GLaDOS=] was still alive after you destroyed her, was happy for you, and wasn't angry you burned her, even though she wasn't any of those things. Why should Want You Gone be any different? They were liberties [[Music/JonathanCoulton JoCo]] took to write a good song.
*** Also, Portal was a breakout sensation, so naturally when a sequel was penned the direction for a more broad audience and for continuation purposes would be much different than the initial idea for Portal. So things had to change from Still Alive's lyrics for a sequel to even work. For Portal 2, not so much - they probably planned around a continued story much more. But she certainly doesn't seem like Caroline in co-op, or its ending...
** [=GLaDOS=] is a [[DepartmentOfRedundancyDepartment lying liar who lies]]. There's a lot of speculation that she was lying about deleting Caroline. For example, she says that [[spoiler: she's letting you go]] because it's easier than [[spoiler: killing you]]. But she could have just [[spoiler: not saved your life]], or she could have [[spoiler: killed you]] when you lost consciousness afterward. Even if we assume she had to delete Caroline in order to do this, she could have just done it earlier, instead of waiting. I think she's just trying to cover up the fact that she actually has something of a conscience now.

to:

[[folder:Deleting Caroline [[folder:Time between Portal 1 and "Want You Gone"]]
2]]
* A troper already mentioned the line, but why did [[spoiler: [=GLaDOS=] say that Caroline was still with her in the ending song, when she supposedly deleted her just moments before?]]. Did somebody forget Something that's been somewhat confusing to tell Jonathan Coulton me: Many people seem to be confused about a change to the ending? Was she lying, and then decided to suddenly stop lying?
** [=GLaDOS=] is notorious for bending the truth, so
how many years have passed before Portal 2 begins. Some think it's entirely possible she only a matter of days, some only a few years, some believe around 30 years, and some 300 (I personally believe the last). Here's what I can't wrap my brain around... how could someone think hundreds of years ''haven't'' passed between Portal and Portal 2, after taking into account the complete decay the facility has fallen into? Plants don't grow into infrastructure and buildings don't fall apart after a short amount of time. It takes ''a long'' time for that to happen. In addition, when the AI wakes you up for a second time, the machine stutters when saying the number 9, implying that it surpassed its upward counting limit loooong ago, which may even be ''higher'' than 300 years. Finally, didn't Valve more or less confirm that its been hundreds of years?
** It's hard to say, really. The problem with assuming 300 years is that you run into serious RagnarokProofing issues. For example, take the Bring Your Daughter To Work Day exhibit. Even 30 years would have caused the potato batteries and the poster boards to crumble into dust. Most plastics used in the construction of the facility would become brittle and crack. Electronics would decay and fail. In 300 years, the structural metal would have long since rusted into uselessness and the entire facility would collapse on itself. Then take the old Aperture Labs facilities. No AI
was pulling one over on you.
maintaining them, and they still have working lights and electricity. These contradictions make any sort of effective dating impossible.
*** Two words: Recycle Bin
** Still Alive asserted
Keep in mind, however, that even though they had no AI, they DID have prerecorded messages to use so that testing could continue, even during post-apocalyptic conditions. Not only that, but all Aperture Science facilities are able to run at as low as 1.1 volts. In addition, even though no AI was maintaining things that turned out to be false, like how in real-time, the personality cores activated after [=GLaDOS=] was still alive after you destroyed her, killed most likely kept everything in acceptable working condition, at least as well as something with no arms could. So the facility was happy for you, and wasn't angry you burned her, even though she wasn't any of those things. Why should Want You Gone be any different? They were liberties [[Music/JonathanCoulton JoCo]] took to write a good song.
*** Also, Portal was a breakout sensation, so naturally when a sequel was penned the direction for a more broad audience and for continuation purposes would be much different than the initial idea for Portal. So things had to change
far from Still Alive's lyrics for a sequel to even work. For Portal 2, not so much - they probably planned around a continued story much more. But she certainly doesn't seem like Caroline in co-op, or its ending...
** [=GLaDOS=] is a [[DepartmentOfRedundancyDepartment lying liar who lies]]. There's a lot of speculation
abandoned during that she was lying about deleting Caroline. For example, she says that [[spoiler: she's letting you go]] because time. As far as the Condemned Testing Labs go, it's easier than [[spoiler: killing you]]. But she not impossible that the tech down there could have just [[spoiler: not saved your life]], or she could have [[spoiler: killed you]] when you lost consciousness afterward. Even if we assume she had to delete Caroline in order to do this, she could have just done it earlier, instead of waiting. run at 1.1 volts too.
** A book I read, ''Earth Without Men''
I think she's just trying was the title, goes out of its way to cover up explain why pretty much nothing created with technology from the last 200 years would last very long without anybody to sometime add a coat of anti-rust or change the de-moisturizer. I'm strongly inclined to believe that 30 years is more than enough to account for the state of the center. Note that you can see sunlight entering the rooms in the very first levels, which means holes leading to the surface, which mean flood at the first rain. Ever saw a house that's been flooded? I did. At best, the paint on the walls is screwed, at worst, the walls themselves take the hit and become structurally unsound. ''From being submerged a few hours.'' I'd already considered the fact that she there is working equipment in the upper layers of the center thirty years after the Seven-hour war a near miracle, so 300 years would be pushing it way too far. Hell, where did the remaining equipment get its power? No battery could ever last 10 years, fuel become unusable after a few months, nuclear reactors go critical if not constantly tended to, and even then their fuel would never last 20 years.
*** Nope, 300 years. The state the facility is in is far too bad for a mere 30 years to have passed. Not even mutant super potetoes could cover that much of its insides in vegetation in just 30 years, especially when you consider just how mind-bogglingly huge the facility
actually is. Furthermore, 30 years isn't long enough to provoke the kind of comments Wheatley and [=GLaDOS=] make on how long you've been gone. 30 years is pretty long, but it's not mind-boggling. Three centuries, however, is quite staggering. As for what you said about the technology, yes, okay, but that's regular technology. It's like you haven't looked at any Aperture tech at all. The stuff is specifically mentioned ''during the game'' to be apocalypse-proof in a variety of ways and it's quite preposterously durable during the first game, too, what with it being able to survive temperatures of up to 4000 degrees Kelvin. And you claim that no fuel cells last that long in real life? In a world that has something portal technology in the fifties? As for the reactor, you don't know how much extra fuel it had. Also, right at the beginning of the game the automated messages tell you that the reactor is about to go critical, so presumably the emergency sub-systems that took care of it finally gave out after all those years and would have taken out everything if [=GLaDOS=] hadn't been awakened. Basically, everything in either game shows that, while they lacked common sense and any kind of moral judgment, Aperture built their equipment to ''last''.
*** This theory falls apart a bit when you take the historical sections of the facility in to account. In the 1950's section we see cloth, wood, and even paper that is in remarkably good shape for 80 years, let alone 350. And even if we were to assume that all of these materials are long-lasting synthetics invented by Aperture (an Aperture who had barely graduated shower curtain manufacture at the time, no less,) that doesn't explain the foreign materials found in the trophy case, such as a newspaper. Also problematic the fact that Aperture didn't invent AI until well after the lower levels were sealed. Not only do they have no real reason to maintain the electronics and stuff in the older parts of the facility, but they lack any discernible method to boot. Well, perhaps except for the one possible saving grace for the "300 years" theory: the briefly-mentioned nanobot work crew. "Jerry" and his pals could be invisibly refreshing the perishable materials in order to keep the entire facility from rotting/rusting away. I admit both theories require some leaps in logic, but I still tend to lean toward "30 years" because it makes more sense story-wise in relation to future Half-Life crossover.
** But nothing said to you in the game gives a clear indication of just how much time has passed. The wake up voice recording was glitching out, [=GLaDOS=] lies to you all the time, and Wheatley is a moron. Anything they say has to be taken with a grain of salt.
** I would be more accepting
of a conscience now.300 years time span if the facility had been made entirely of glass and plastics, two materials that GaiaVengeance tend to break its teeth onto. And again, holes in the roof, meaning the facility is exposed to everything nature can throw, from dirt to water, insects, animals (that bird must come from somewhere) and plants (those potato plants must have access to natural light). A devastating combo for any man-made construction.
** The old facility throws all this on its head anyway, as I pointed out earlier.
** Those who talk for 30 years don't seem to take into account all the maintenance AIs and self-repairing systems implied in the game. The place has deteriorated enough that it takes personal interference from [=GLaDOS=] to fix things up again, and she manages to get the place close to pristine condition in the matter of hours again.
*** We don't know how all those self-repair systems were coordinated; [=GLaDOS=] being knocked offline could have knocked others offline and the ones that remained would have been hard pressed to maintain the facility. Besides, the only areas that we see with actual overgrown vegetation, was the original testing area, which would likely be close to the surface. Therefore all that flora could have made it through the hole made at the end of Portal 1 and into the original testing course. The rest of the maintenance systems were likely knocked out by [=GLaDOS=]' destruction and those that remained were unable to fully fix the facility on their own. Therefore the 30 year figure is actually fairly plausible.
** I have always believed that the announcement for how long Chell was in suspension was just messed up like the rest of the facility at that point. Besides all the ruin you see shortly after this, the announcement reads each digit independently (9 9 9 9 9 etc.) instead of as a really big number (999,999 or whatever the max may be).
** According to The Final Hours of Portal 2, Portal 2 takes place ''50,000 years'' after the original game.



[[folder:Likelihood of final shot location]]
* Probability of hitting a spot on the moon that has an abandoned Lunar lander. I've done some research and there's quite a handful of them stranded on the surface, but come on.
** It's just one of those little visual gags more or less. Whenever someone in a cartoon or comedy movie arrives in some certain area, usually there's some artifact or whatever related to that area that just happens to be right where they materialize or arrive at.
** RuleOfFunny
** It's like how almost every TV show that has an episode set in London will inevitably have a shot of the Houses of Parliament in there somewhere; it's just a visual signifier to let you know that "hey, this is the Moon!" Unlikely, maybe, but it's hardly the most unlikely thing ever about the ''Portal'' series.
** In fact, this kind of thing is so common, we have [[EiffelTowerEffect a trope for it]].

to:

[[folder:Likelihood [[folder:The moon isn't flat for portals]]
* I'm curious how in all the questions about the Moon portal this one gets omitted. Seeing how the portals can only be placed on perfectly flat and smooth surfaces, how can you place one on the Moon surface that is most obviously neither?!
** Cave said that lunar dust is uniquely suited to conducting portals. So who says it has to be flat and smooth?
** The moon is enormous. Have you ever seen a space walk? On a human scale, the surface
of final shot location]]
* Probability of hitting a spot on
the moon that has an abandoned Lunar lander. I've done some research and there's quite a handful of them stranded on the surface, but come on.
**
is pretty flat. It's just one of those little visual gags more or less. Whenever someone in a cartoon or comedy movie arrives in some certain area, usually there's some artifact or whatever related to that area that just happens to be right where they materialize or arrive at.
** RuleOfFunny
** It's like how almost every TV show that has an episode set in London will inevitably have a shot of
not quite as flat as, say, the Houses of Parliament in there somewhere; it's just a visual signifier Earth, but still.
** Not
to let you know that "hey, this mention the portal hit at an Apollo landing site. And what is the Moon!" Unlikely, maybe, but it's hardly the most unlikely thing ever about the ''Portal'' series.
** In fact, this kind of thing is so common, we
first primary key feature that would have [[EiffelTowerEffect a trope been looked for it]].when evaluating possible landing sites?
** The portal projectile somehow has the ability to autocorrect and find a flat surface when you fire just off of one. There is a lot of distance available for the projectile to turn in when you fire at the moon, so it could have sought out a nice, flat surface.



[[folder:Emancipating [=PotatOS=]]]
* Why didn't the Empancipation Grills destroy [=GLaDOS=]' potato? Even if her personality core isn't considered "unauthorized material", what about the potato itself?
** Perhaps the fact that it was literally wedged onto the portal gun made destroying it too risky, or even undetectable.
** If I remember right, it's stated that the Emancipation Grills are intended to destroy "Unauthorized Aperture Science Equipment". [=GLaDOS=] is authorized, and the potato is a potato and not Aperture Science Equipment so it's just overlooked. Or the potato is authorized since it provides enough electricity for Aperture Science Equipment to function in apocalyptic settings.
** It was authorized for all the science projects the kids were doing. Note that the entire facility is overrun with potato plants.
** Maybe the Grill only fizzles unauthorized things that it can positively identify as contraband. Potatoes would not not be on the "fizzle list", just because they would not be expected.
** Along with all these, I'll add that potatoes are organic material. The Grill isn't supposed to affect organic material (occasional ear-tube-emancipation notwithstanding), otherwise they'd have a lot of fizzled test subjects.
** The grills are probably designed to not destroy food objects, otherwise the test subjects would starve to death mid test after having the contents of their stomach emancipated or have to take a lunch break after each test

to:

[[folder:Emancipating [=PotatOS=]]]
[[folder:Logic bombs]]
* Why didn't After [=GLaDOS=]'s LogicBomb fails to fry Wheatley, she says "That almost killed me!" Now, the Empancipation Grills destroy [=GLaDOS=]' potato? Even if her personality core isn't considered "unauthorized material", what about the potato itself?
** Perhaps the fact
technical justification for a LogicBomb is that it was literally wedged onto sends the portal gun made destroying AI into an infinite loop (to be precise, infinite recursion) trying to work out the "correct" answer, pegging the CPU and ultimately overloading it, but if said AI is intelligent enough to understand that there ''is'' no correct answer to a paradox, then such a disastrous code path should be entirely avoidable.
** TheCoconutEffect
** Personality Constructs seem pretty close to being human, so
it too risky, or could be that even undetectable.
** If I remember right, it's stated that the Emancipation Grills are intended to destroy "Unauthorized Aperture Science Equipment".
though [=GLaDOS=] knows there is authorized, no answer, she subconsciously tries to work it out anyway and the potato is a potato and gets trapped.
** I'm
not Aperture Science Equipment so a mathematician, but there are statements which can't be proven. There are also statements that can't be proven to be impossible to prove, etc. It may be that logically proving certain paradoxes are, in fact, paradoxes is impossible. An AI, no matter how complex, has to be built on logic. If it's just overlooked. Or impossible to determine a paradox is paradoxical, then the potato program tasked to determine which queries are worth considering will also enter an infinite loop - because it can't determine that it's indeterminate. "This statement is authorized false" is not an example of such a paradox, since simply using the routine "If A=> not A and not A => A, quit" would resolve the issue, but they may exist.
*** This, I think, is a variation on the [[http://en.wikipedia.org/wiki/Entscheidungsproblem Entscheidungsproblem]], which basically says that there exists no algorithm that, given the description of a formal language (e.g. arithmetic or boolean logic) and a statement in that language, can determine the truth of the statement.
*** But on the other hand, computer programs nowadays do have safeguards against paradoxes in the form of specifications (like treating a logical contradiction as a boolean false), and things like any given variable only holding one value at any point of time (so that variable A can't be both true and false at the same step in the algorithm). A kind of fork bomb—i.e. a process that can duplicate itself or create new running processes infinitely—would probably be a better choice.
*** If I can math geek a bit: even more subtle, there are mathematical statements that ARE true, but which can't be proven true. [[http://en.wikipedia.org/wiki/G%C3%B6del%27s_incompleteness_theorems One particularly famous example]] involves a specific function f(x, y) and a specific number n where we can easily prove "f(1, n) does not equal 0", "f(2, n) does not equal 0", etc. for any particular integer but there's no way to prove that "for all x, f(x, n) does not equal 0" short of an infinitely long proof that goes through every single integer individually. So a computer trying to prove "for all x, f(x, n) does not equal 0" would never reach a contradiction (since the statement is true), but would also never finish the proof. Bonus amazing fact: the function f in question can be interpretted as "this function is zero if and only if the statement with number x is a valid proof of the statement with number y" and n just happens to be the number for the statement "for all x, f(x, n) does not equal 0". In otherwords, the statement is asserting
it provides has no proof, or more generally... "THIS! SENTENCE! IS! FALSE!"
** I just added this to the WMG page, but: Can't you just imagine Cave Johnson saying "Whaddaya ''mean'' paradoxes don't harm our [=AIs=]!? I want you to make a special paradox-detector that'll fry every circuit in its brain, and I want you to put it in every single one of our [=AIs=], on the double, or you're fired!"
*** Actually, I can imagine that quite vividly, and for a moment I even wondered to myself if he ever actually said "I want you to make a special paradox-detector that'll fry every circuit in its brain".
** Adding to the above theory -- think about what ''kind'' of robots we're talking about here. These are '''Aperture''' robots. We're talking about robots built by people insane
enough electricity for to believe you can do anything with anything if you bend the rules and avoid awkward questions. Every single mechanism in that place, sentient, sapient or otherwise, is devoted to science and discovering how it works. For robots whose entire existence is devoted to finding answers, a paradox is not something you can just say no to. These robots are literally COMPELLED to find the answers to impossible problems. Even if you somehow find it hard to believe that every robot in the place functions as such, it's more than believable that [=GLaDOS=] herself -- the most intelligent Aperture Science Equipment to function in apocalyptic settings.
** It was authorized for all
AI ever built and created with the science projects explicit purpose of overseeing and masterminding every future discovery of the kids were doing. Note that the entire facility is overrun whilst ensuring that research continues with potato plants.
** Maybe
or without the Grill lab or even ''society'' being functional -- finds the threat of an unsolvable paradox dangerously life-threatening.
* Alternatively, [=GLaDOS=]
only fizzles unauthorized things '''thinks''' a paradox can kill her because, as far as she knew at the time, she was just an AI (and not an AI with a human brain component added) and assumed that logically it can positively identify as contraband. Potatoes would not would. Having the deeply buried human element allowed her to not be on pegged by the "fizzle list", just statement because they would (unlike an AI) a human can just choose not be expected.
** Along
to work out a solution. Wheatley manages to avert the effect of the bomb because advanced elements of his programming that cause him to come up with all these, I'll add bad ideas may be linked to his ability to interpret statements logically; that potatoes are organic material. The Grill isn't supposed is to affect organic material (occasional ear-tube-emancipation notwithstanding), otherwise they'd have a lot say, he makes bad ideas by only pars of fizzled test subjects.
** The grills are probably designed
information getting to not destroy food objects, otherwise his brain, rather than him processing all information and coming up with the test subjects would starve to death mid test after having opposite of the contents logical response. He simply misinterpreted the question to the point of thinking it had an answer. It's kind of like someone being asked what the sound of one hand clapping is and the questionee slapping their stomach emancipated or have fingers against their palm to take a lunch break after each testfind out.



[[folder:The setting of the end]]
* The end [[spoiler: Why was it just a nice looking field? Wasn't ''Portal 2'' supposed to happen some 30 years after ''Half-Life 2''? And wouldn't that mean ''Combine all over the damned place?'']]
** Heard it was more like 300 years. Beside, you're forgetting Gordon "Anticitizen One" Freeman. The Combine don't stand a chance. Now if you want to get meta...have you played the unofficial mod ''Portal: The Flash Version [=MapPack=]'' for the first game? It does end with Chell about to be ripped to shred by a Combine gunship, quite a DownerEnding. Don't you believe Chell has [[EarnYourHappyEnding earned her happy ending]]?
** ''Portal'' takes places 30 years after ''Half-Life''. ''Portal 2'' takes place three hundred years after ''Portal''. That's plenty of time for everything with those aliens and stuff getting cleared up and the world starting to clean itself up.
** The ARG (Alternate Reality Game) has the hypernation timer set to "9999" days, which equals just about 27 years. The [[http://half-life.wikia.com/wiki/Timeline_of_the_Half-Life_universe#After_May_200- Half-Life Wiki]] sets ''Portal 1'' at around the same time as ''Half-Life 2''. That ''should'' put ''Portal 2'' no more than 2030, a bit shorter than 30 years. It would make sense to WMG this to capping off the Combine invasion of earth within too many years after ''Half-Life 2''. ''IF'' Valve actually finishes the series.
*** (I'm just gonna go ahead and point out that the hibernation timer actually says "9999''*fizzle*''99") meaning either the timer is broken (most likely) or that it has been almost 3''000'' years.
*** Not to mention when you listen to the full quote [[http://i1.theportalwiki.net/img/1/1d/Announcer_openingcourtesy01.wav here]] the "9999" repeats the whole way through.
*** (Incoming wall of text, very sorry) I don't think so. Here what I think: We know that [=GLaDOS=] was activated in 200- (source: Combine Overwiki and ''Lab Rat'' comic if I don't make a mistake). The activation and subsequent killing of the scientists is mostly agreed to happen while the Black Mesa keep everyone else busy, preventing any rescue attempt. It is also generally aggreed that ''Half-Life 1'' happened in the early 2000's. A few months following that (not much more, as Rattmann was, uh, Still Alive in the center) the event of the Seven-hour war has probably already happened. [=GLaDOS=] did say she has no understanding about what was happening on the surface, but it's implied and generally agreed that she was maintening some sort of defenses against the Combine. Now then, at time of those events, Alyx was a toddler. Since she is not so much of a baby in ''VideoGame/HalfLife2'', and since the youngest citizens appear to be in their mid-late twenties (combine's anti-sex fields and whatnot), I think ''Half-Life 2'' takes place somewhere between 2020 and 2030. Considering the timer from the ARG, it could mean that ''Portal 2'' really happened at the same time as ''Half-Life 2'', more or less. Sweet, except that the timer is implied to be a bit of a joke, and the voice you hear when Chell awakens for the second time say a ''bunch'' of nines before being ''cut short''. Point being, maybe the timer actually hit its cap and the actual duration of Chell hypersleep is way more than 27 years. On the other hand, I think 27 years is enough to account for the centre being heavily damaged but not completely destroyed. Extremely few things done with today tech would survive 27 years of Gaia vengeance in perfect state. Even underground, you'd have to account for the hyper devastating power of moist. Trust me, it's something that can destroy anything in its path. I mean, even Rattmann's scribling being so bright in color after 27 years is seriously stretching it, let alone 300 years.
*** This is the science facility which [[spoiler: constructed an artificial personality able to run on as little as 1.1 volts off of a potato]], the series has shown to play rule of cool/funny whenever it can and given that the series was playing up how much Aperture had changed after the stasis then it's would be anti-climatic to have the stasis not be as horrifyingly long as implied in the name of realism.
*** Display caps. Many programs expect only 4 or so digits, and any more are cut off (esp. if there're physical space restrictions, but it also happens in other places). Not to mention integer overflow. Maybe it says 9999 days, after rolling over from 32768 to -32767 a couple times.
*** This troper has a different idea. Most programmers like to store data in double-precision so they don't have to worry about overflow (it would take far ''far'' longer than the age of the universe for such a day-counter to overflow), so its likely not that. I think the problem is when its converting the number to speech. The announcement seems to be like those you might hear when calling up some automated call center. Spoken numbers are highly modular so saying something like "3,945" comes out as three...thousand...nine...hundred...and...forty...five, with each word as a separate sound bite that can be ordered in any way by the computer. The problem is that the computer needs a word that hasn't been pre-recorded. the numbers one through nine would be out, and we hear the announcement say "fifty" first, so all two digit numbers are likely covered. I would inclined to think three digit numbers are also covered, since one hundred is only twice as long as fifty. The next two would be "thousand" and "million". "Million" seems way too long as nine million is almost 25,000 years. Nine thousand seems just about right. So what the announcement is trying to do is say nine...thousand... but "thousand" isn't in its vocabulary, so it crashes and repeats the "nine" part still in its memory a few times before finally quitting. So Chell has been asleep somewhere between 9,000 and 10,000 days, which is 25 to 27 years.
*** Although we are talking about the utter insanity that is Aperture Science. For all we know, it starts counting in another unit when talking about lengths of more than one year. It could have been talking in scores, pie-baking times or radioactive decay. This is one of the main problem with creating a viable ''Portal'' theory; everyone is too insane to give any credible evidence. Alternatively (and way too sane for Aperture), hundred-thousand is counted as a single word and it doesn't know that.
** According to ''The Final Hours of Portal 2'' and a DummiedOut line from [=GLaDOS=], ''Portal 2'' takes place 50,000 years after the events of the first ''Portal''.
** Note that Earth, as viewed from the Moon, seems to have its oceans back (in ''Half-Life 2'' the Combine were clearly draining Earth's oceans with water levels already dozens of meters below normal), which suggests that the Combine takeover plans went pear-shaped.
*** The draining of the oceans by ''Half-Life 2'' time has only pushed the water out a few hundred feet, way too small an amount to see from space. Plus, the parts of the Earth we see are being viewed from the Moon, meaning they're at high tide.
*** A few hundred feet "out" yes, but a few hundred feet of lower sea level would easily be visible from the moon (disappearence of most of the Hudson Bay, Baltic Sea and Northsea, Indonesia blocks with Australia and SE Asia). I always understood the latter was meant.
*** It should be noted that the shot of the Earth from the Moon is attributed to NASA, so the Earth appearing completely normal from the Moon doesn't mean anything in regards to whether or not the Combine Invasion is still going on (and even if it was defeated, just how exactly would Earth be able to replenish its oceans anyway?).
** To answer the OP, just because we don't see a Combine armada during the whooping ten seconds part of the ending where Chell is actually outside, doesn't mean they aren't around. [=GLaDOS=] was obviously making a absurdly good job keeping them at bay, considering how much they lust on human teleportation technology. Also, what's to say there is a combine presence in North America? We only know for sure they were present at least at some point in Eastern Europe. Maybe N America was lost and abandoned after the Seven-hour war due to the portal storms and Xen invading fauna. Heck, considering how little interest the Combines had the wilderness in ''Half-Life 2'', maybe there is a higher "chance" for Chell to stumble on a headcrab than a Combine gunship.
* FridgeBrilliance - remember [[https://www.youtube.com/watch?v=eKfthzDla5k this video]] in the elevators during the hard light bridge areas? If you look closely you can see the shack that you emerge from at the end of the game. The fields presumably provide power etc. for its systems, including the bridges, and so are maintained by the facility, therefore what you see at the end has little to no bearing on what the rest of the world looks like now.

to:

[[folder:The setting of the end]]
[[folder:Orbiting Wheatley]]
* The end [[spoiler: Why was it just a nice looking field? Wasn't ''Portal 2'' supposed to happen some 30 years after ''Half-Life 2''? And wouldn't that mean ''Combine all over the damned place?'']]
** Heard it was more like 300 years. Beside, you're forgetting Gordon "Anticitizen One" Freeman. The Combine don't stand a chance. Now if you want to get meta...have you played the unofficial mod ''Portal: The Flash Version [=MapPack=]'' for the first game? It does end
final scene where [[spoiler:the space core is orbiting Wheatley]], along with Chell about to be ripped to shred by a Combine gunship, quite a DownerEnding. Don't you believe Chell has [[EarnYourHappyEnding earned her happy ending]]?
** ''Portal'' takes places 30 years after ''Half-Life''. ''Portal 2'' takes place three hundred years after ''Portal''. That's plenty of time for everything with those aliens and stuff getting cleared up and the world starting to clean itself up.
** The ARG (Alternate Reality Game) has the hypernation timer set to "9999" days, which equals just about 27 years. The [[http://half-life.wikia.com/wiki/Timeline_of_the_Half-Life_universe#After_May_200- Half-Life Wiki]] sets ''Portal 1'' at around the same time as ''Half-Life 2''. That ''should'' put ''Portal 2'' no more than 2030, a bit shorter than 30 years. It would make sense to WMG this to capping off the Combine invasion of earth within too many years after ''Half-Life 2''. ''IF'' Valve actually finishes the series.
*** (I'm just gonna go ahead and point out that the hibernation timer actually says "9999''*fizzle*''99") meaning either the timer is broken (most likely) or that it has been almost 3''000'' years.
*** Not to mention when you listen to the full quote [[http://i1.theportalwiki.net/img/1/1d/Announcer_openingcourtesy01.wav here]] the "9999" repeats the whole way through.
*** (Incoming wall of text, very sorry) I don't think so. Here what I think: We know that [=GLaDOS=] was activated in 200- (source: Combine Overwiki and ''Lab Rat'' comic if I don't make a mistake). The activation and subsequent killing of the scientists is mostly agreed to happen while the Black Mesa keep everyone else busy, preventing any rescue attempt. It is also generally aggreed that ''Half-Life 1'' happened in the early 2000's. A few months following that (not much more, as Rattmann was, uh, Still Alive in the center) the event of the Seven-hour war has probably already happened. [=GLaDOS=] did say she has no understanding about what was happening on the surface, but it's implied and generally agreed that she was maintening some sort of defenses against the Combine. Now then, at time of those events, Alyx was a toddler. Since she is not so much of a baby in ''VideoGame/HalfLife2'', and since the youngest citizens appear to be in their mid-late twenties (combine's anti-sex fields and whatnot), I think ''Half-Life 2'' takes place somewhere between 2020 and 2030. Considering the timer from the ARG, it could mean that ''Portal 2'' really happened at the same time as ''Half-Life 2'', more or less. Sweet, except that the timer is implied to be a
little bit of a joke, and the voice you hear when Chell awakens for the second time say a ''bunch'' of nines before being ''cut short''. Point being, maybe the timer actually hit its cap and the actual duration of Chell hypersleep is way more than 27 years. On the other hand, I think 27 years is enough to account for the centre being heavily damaged but not completely destroyed. Extremely few things done with today tech would survive 27 years of Gaia vengeance in perfect state. Even underground, you'd have to account for the hyper devastating power of moist. Trust me, it's something that physics, can destroy anything in its path. I mean, even Rattmann's scribling being so bright in color after 27 years is seriously stretching it, let alone 300 years.
*** This is the science facility which [[spoiler: constructed an artificial personality able
be used to run on as little as 1.1 volts off of a potato]], the series has shown to play rule of cool/funny whenever it can and given that the series was playing up how much Aperture had changed after the stasis then it's would be anti-climatic to have the stasis not be as horrifyingly long as implied in the name of realism.
*** Display caps. Many programs expect only 4 or so digits, and any more are cut off (esp. if there're physical space restrictions, but
estimate Wheatley's mass. Unfortunately it also happens in other places). Not to mention integer overflow. Maybe it says 9999 days, after rolling over from 32768 to -32767 a couple times.
*** This troper has a different idea. Most programmers like to store data in double-precision so they don't have to worry about overflow (it would take far ''far'' longer than the age of the universe for such a day-counter to overflow), so its likely not that. I think the problem is when its converting the number to speech. The announcement seems to be like those you might hear when calling up some automated call center. Spoken numbers are highly modular so saying
implies that Wheatley weighs something like "3,945" comes out as three...thousand...nine...hundred...and...forty...five, 100 million tons. What's up with each word as that?
** It's
a separate sound bite that can be ordered in StealthPun. Wheatley has a lot of mass because he's so [[spoiler:''dense''.]]
** If Wheatley really weighed 100 Mt (or Tg), if
any way by other Aperture technology wasn't as massive, he would ''obliterate'' Management Rails, [[spoiler:[=GLaDOS=]'s body right at the computer. The problem is that the computer needs a word that hasn't been pre-recorded. the numbers one moment it hangs onto it]], and if he was given enough velocity he would smash right through nine the entire three mile deep facility. As ThinkingWithPortals forum said, "Do Wheatley and the Space Sphere have enough mass to orbit each other? No. Why are they doing it in the ending video then? [[RuleOfFunny Because it was funny.]]
*** What if the cores have some net charge between them? That
would be out, and we hear the announcement say "fifty" first, so all two digit numbers are likely covered. I would inclined enough to think three digit numbers are also covered, since one hundred is only twice as long as fifty. The next two would be "thousand" and "million". "Million" seems way too long as nine million is almost 25,000 years. Nine thousand seems just about right. So what the announcement is trying to do is say nine...thousand... but "thousand" isn't keep them in its vocabulary, so it crashes and repeats the "nine" part still in its memory orbit at a few times before finally quitting. So Chell has been asleep somewhere between 9,000 and 10,000 days, which is 25 to 27 years.
much shorter distance.
*** Although we are talking about the utter insanity I don't remember that scene, but is Aperture Science. For all we know, it starts counting in another unit when talking about lengths of more than one year. It could have been talking in scores, pie-baking times or radioactive decay. This is one of the main problem with creating a viable ''Portal'' theory; everyone is too insane to give any credible evidence. Alternatively (and way too sane for Aperture), hundred-thousand is counted as a single word and it doesn't know that.
** According to ''The Final Hours of Portal 2'' and a DummiedOut line from [=GLaDOS=], ''Portal 2'' takes place 50,000 years after the events of the first ''Portal''.
** Note
possible that Earth, as viewed from the Moon, seems to have its oceans back (in ''Half-Life 2'' the Combine were clearly draining Earth's oceans with water levels already dozens of meters below normal), which suggests that the Combine takeover plans went pear-shaped.
*** The draining of the oceans by ''Half-Life 2'' time has only pushed the water out a few hundred feet, way too small an amount to see from space. Plus, the parts of the Earth we see are being viewed from the Moon, meaning
they're at high tide.
*** A few hundred feet "out" yes,
not actually orbiting, but a few hundred feet of lower sea level would easily be visible from the moon (disappearence of most of the Hudson Bay, Baltic Sea and Northsea, Indonesia blocks with Australia and SE Asia). I always understood the latter was meant.
*** It should be noted
camera is just circling around them, making it look that way?
*** Unfortunately, no; looking at
the shot of stars in the Earth from the Moon is attributed to NASA, so the Earth appearing completely normal from the Moon doesn't mean anything in regards to whether or not the Combine Invasion is still going on (and even if it was defeated, just how exactly would Earth be able to replenish its oceans anyway?).
** To answer the OP, just because we don't see a Combine armada
background during the whooping ten seconds part scene, it is clear that the camera is merely moving slowly to the left, and it is the two cores who are doing almost all of the ending where Chell is actually outside, doesn't mean they aren't around. [=GLaDOS=] was obviously making a absurdly good job keeping them at bay, considering how much they lust on human teleportation technology. Also, what's to say there is a combine presence in North America? We only know for sure they were present at least at movement.
*** The Space Core could also have
some point system for direction control in Eastern Europe. Maybe N America space (since he was lost designed for operating there) and abandoned after is just staying near Wheatley out of habit/companionship.
** My theory: The [[AllThereInTheManual Developer's Commentary]] mentions how
the Seven-hour war due to the portal storms and Xen invading fauna. Heck, considering how little interest the Combines had the wilderness in ''Half-Life 2'', maybe there is a higher "chance" pneumatic tubes are an absolutely horrible idea for Chell to stumble on a headcrab than a Combine gunship.
* FridgeBrilliance - remember [[https://www.youtube.com/watch?v=eKfthzDla5k this video]] in the elevators during the hard light bridge areas? If you look closely you can see the shack that you emerge from at the end of the game. The fields presumably provide power etc. for its systems, including the bridges, and so are maintained by
transporting things around the facility, therefore what because they get banged up in the process. It also mentions that the employees don't care, because [[WeHaveReserves they can just make more turrets and cubes]]. But the cores are unique, and difficult or impossible to replace if damaged. So, how do you see at transport cores around the end has little to no bearing facility? Carry them yourself? Hang them on what the rest management rail and tell them where to go? Wrap them in bubble wrap before shoving them in the tube? All of these would make at least ''some'' sense, so naturally, [[IncompetenceInc Aperture]] would do something completely different: give the cores maneuvering thrusters and a self-preservation instinct, and trust them to keep ''themselves'' off of the world looks like now.walls. This would also explain how Wheatley was able to turn and spin while being held by the portal gun without anything (visible) to push off of.



[[folder:Getting moon rocks]]
* So if moon rocks were so expensive they could hardly afford them, why didn't cave just send someone up to the moon in a pressurized suit using an airlock and a portal gun so he could go grab some?
** Cave is the type of person to build a giant turret just to make an animation of one. It's too sensible for Aperture Science.
** Or maybe they did? I'm not sure in what proportion the moon dust would have to mix into the gel, but they have A LOT of portal gel to spare throughout the game.
** One could assume they ''did'' try to collect some in the 60s, but because of the "Senate hearings on missing astronauts" had to abandon it or cover it up for the time being.
** He was fucking broke. I think he said that some scientists told him he couldn't afford seven dollars worth of Lunar Rocks, let alone the amounts needed to make all that portal gel. He probably wasted the majority of the company's funds on that.
*** They only found out moon rocks were good for holding portals until after they bought them and ground them up. Granted, they could have found out sooner by just shooting the moon, but that would require rational thought and it wouldn't be Aperture Science unless they were doing something ass-backwards by warping the fabric of space-time with dangerous and experimental technology while being shot at and poisoned.
*** He didn't need that much of a moon rock. He needed enough to paint single wall. Shoot portal to painted wall. Second to moon. If you already have prepared astronauts, so just send them throught it, collect moon rock. It is possible in that way to do huge mining operation, but it need some rocks to boot it up.
*** Yes, but that would assume that Cave is known for consistently good decisions. He obviously bought $70 million worth of moon rocks and ground them up in a fit of impulse, and ''then'' discovered he could get more for free.
** Yes, once they found out that they could portal to the moon now, they could secretly get all of the moon rocks they could carry, but the valuable thing about moon rocks is their provenance (ie, that they are known to be from the moon); a moon rock that no-one outside of Aperture knows is a moon rock is just a rock that is unusually dry and has other differences only measurable with geochemical analysis. So, yes, they can make as much conversion gel as they want, but they have no way of getting recouping the $70 million. Also, moon rocks are valuable because of their rarity, and suddenly having tonnes and tonnes of them from out of nowhere, with the obvious explanation that you have some undisclosed method of getting tonnes more, will tend to drop the price (cf, [[https://en.wikipedia.org/wiki/Amethyst amethyst]], which was once an extremely precious stone on par with diamond and emerald but lost most of its value when we got access to huge deposits in Brazil in the 18th century).

to:

[[folder:Getting moon rocks]]
[[folder:Chell's brain]]
* So ''Is'' Chell brain-damaged? There's the gag at the beginning where you "Press A to Speak" and she jumps, but aside from that she never speaks once in the game. The WordOfGod reason for her being mute in the first game is supposedly as to not give [=GLaDOS=] the satisfaction, but there are long stretches of this game where [=GLaDOS=] cannot hear her or where speaking to Wheatley would make sense. I understand its a Valve tradition, but considering how well-written and acted their other characters are, the mute PC stands out more and more IMO.
** She might be mute because she never learned to speak.
*** She obviously learned to write
if moon rocks were so expensive they could hardly afford them, why didn't cave she made that science project. She has to know. She just send someone up to the moon doesn't.
*** Yes, she is brain damaged. I really don't understand how you can be confused by this, Wheatley said it was normal for people
in a pressurized suit using an airlock and a portal gun so he could go grab some?
** Cave is the type of person to build a giant turret just to make an
suspended animation of one. It's too sensible for Aperture Science.
** Or maybe they did? I'm not sure in what proportion
more than a few months to suffer brain damage (and Chell was under for ''years''), and the moon dust would have whole "jumping instead of speaking" gag made it pretty clear that Chell wasn't an exception. Plus both Wheatley and [=GLaDOS=] believe it to mix into the gel, but they have A LOT of portal gel to spare be true and continue making comments about it throughout the game.
** One could assume
game. I thought it was a really clever way to justify having a silent protagonist (sure beat's Freeman's unexplained muteness). Look up Dysarthria if you want to know more.
*** Jossed by Erik Wolpaw. He said that the ''intent'' at least was that Chell just isn't bothering to talk to the robots.
*** Pretty sure that explanation only applied to the first game, when the only other person to talk to was a homicidal robot intent on tormenting and killing her. It's understandable that Chell might refuse to talk to [=GLaDOS=] in that situation just out of stubborn resentment. It doesn't explain why she wouldn't talk to Wheatley though.
*** After dealing with [=GLaDOS=], she's probably not terribly trusting of artificial intelligences, no matter how friendly
they ''did'' try may seem. She also may just have gotten used to collect some not talking. As to why she didn't give Wheatley the paradox when it became clear that [=GLaDOS=] couldn't, it's noted in the 60s, but Ratman comic that she's abnormally stubborn. She probably noticed how Wheatley basically had a total personality shift, and still believed he was salvageable.
*** Emancipation Grills. They have been know to emancipate dental fillings, tooth enamel, teeth, and now ear tubes. Meaning she might as well be deaf and mute.
*** She's definitely not deaf, because the player can still hear what she hears. Maybe the grills did make her mute though.
*** Even beyond brain-damage (which is, let's face it, a probability), her silence towards [=GLaDOS=] can probably be explained by an understandable reluctance to engage in pleasantries with the intelligence that forced her to literally jump through hoops for her own sadistic amusement. As for Wheatley, even when he's 'good' this can be easily be explained by the fact that when he's around her, Wheatley barely shuts up long enough to allow her to get a word in edgewise anyway.
** There's no way Chell is brain-damaged, or at least not as much as she would have to be after however long she was in suspension. She never could have done the things she does in the game otherwise. As for the jumping instead of speaking, that's obviously just RuleOfFunny.
** Not speaking to [=GLaDOS=] can be explained by the reason above - not wanting to talk to the sadist who spent however long testing, insulting, and trying to kill her. Wheatley looks pretty much identical to the cores Chell incinerated except for the eye color - she probably started out not trusting him, and later he turned evil and she didn't talk
because of the "Senate hearings on missing astronauts" had to abandon it or cover it up for the time being.
** He was fucking broke. I think he said that some scientists told him he couldn't afford seven dollars worth of Lunar Rocks, let alone the amounts needed to make all that portal gel. He probably wasted the majority of the company's funds on that.
*** They only found out moon rocks were good for holding portals until after they bought them and ground them up. Granted, they could have found out sooner by
that. She may also just shooting be a naturally quiet person. (I imagine the moon, jumping was a way to acknowledge Wheatley but mess with him at the same time. Chell might be an abnormally stubborn person, but that would require rational thought doesn't mean she can't have a sense of humor.)
** She doesn't talk to [=GLaDOS=] in the first game out of spite,
and it in the second game she can't talk to Wheatley because she's mute from shell shock. Keep in mind this woman survived an explosion, and from her point of view, very little time has elapsed since. If her mutism were the result of brain damage, she wouldn't be Aperture Science unless they were doing something ass-backwards by warping the fabric of space-time with dangerous and experimental technology while being shot at and poisoned.
*** He didn't need that much of a moon rock. He needed enough
able to paint single wall. Shoot portal understand anything said to painted wall. Second to moon. If you already have prepared astronauts, so just send them throught it, collect moon rock. It is possible in that way to do huge mining operation, but it need some rocks to boot it up.
*** Yes, but that
her either, which would assume that Cave is known for consistently good decisions. He obviously bought $70 million worth of moon rocks and ground them up in a fit of impulse, and ''then'' discovered he could get more for free.
** Yes, once they found out that they could portal to the moon now, they could secretly get all of the moon rocks they could carry, but the valuable thing about moon rocks is their provenance (ie, that they are known to be from the moon); a moon rock that no-one outside of Aperture knows is a moon rock is just a rock that is unusually dry and has other differences only measurable
make her conspiracy with geochemical analysis. So, yes, they can make as much conversion gel as they want, but they have no way of getting recouping the $70 million. Also, moon rocks are valuable because of their rarity, and suddenly having tonnes and tonnes of them from out of nowhere, with the obvious explanation that you have some undisclosed method of getting tonnes more, will tend to drop the price (cf, [[https://en.wikipedia.org/wiki/Amethyst amethyst]], which was once an extremely precious stone on par with diamond and emerald but lost most of its value when we got access to huge deposits in Brazil in the 18th century).Wheatley impossible.



[[folder:The logo on the Borealis]]
* This one is about a small PlotHole that I found. In Episode 2, the Borealis has the modern Aperture Science logo on it. In Portal 2, you find the Borealis' former Drydock. Sounds fine, right? Notice the logo hanging in the lobby and in the loading screen. Why would they be using a logo from the future on their gigantic ship? How would they know what it'd look like?
** The ship may be newer than the drydock. It's not inconceivable that they didn't update the logo.
** Alternatively, they updated the logo on the ship later on at some other harbor.
*** Outside of story reasons, I figured they threw that in there as a way to say "Episode 3 is coming, just be patient" by referencing where you were heading at the end of Episode 2.
** More to the point, what is a ''ship dock'' doing several kilometres ''underground''?
*** If you are going to run some crazy teleportation experiment that you don't want a certain rival company to see... Well, it's probably the best place to put it.
** Based on the [[http://half-life.wikia.com/wiki/Borealis#Miscellaneous documents]] from the screenshots in ''Half-Life 2'', we know that the Borealis was in service for some time before she disappeared. Since ice breaking ships need to be refurbished after 20-30 years of service (and the AI version of [=GLaDOS=] was being developed as a new fuel system de-icer), it's probably safe to assume that Aperture's engineers were trying to teleport the ship back to the underground drydock for upgrades when she vanished.

to:

[[folder:The logo on the Borealis]]
[[folder:How does uploading a mind work?]]
* This one is Cave said something about "putting a small PlotHole brain into a computer," but how exactly did that I found. In Episode 2, work? Is [=GLaDOS=] the Borealis has surviving remains of Caroline's mind and consciousness, or was her personality simply based on an exact copy of Caroline's? Cave may have wanted the modern Aperture Science logo on it. In Portal 2, you find the Borealis' former Drydock. Sounds fine, right? Notice the logo hanging in the lobby and in the loading screen. Why would they be using a logo from the future on their gigantic ship? How would they know what it'd look like?
** The ship may be newer than the drydock. It's not inconceivable that they didn't update the logo.
** Alternatively, they updated the logo on the ship later on at some other harbor.
*** Outside of story reasons, I figured they threw that in there as a way
project to say "Episode 3 is coming, just be patient" by referencing where you were heading at the end of Episode 2.
** More to the point, what is a ''ship dock'' doing several kilometres ''underground''?
*** If you are going to run some crazy teleportation experiment that you
survive, but I don't want think he'd made Caroline suffer such a certain rival company to see... Well, it's probably terrible fate, if the best place former case is true.
** Cave outright says to force Caroline to undergo the procedure.
** There's unused audio recordings of Caroline screaming and begging Cave Johnson not
to put it.
** Based on the [[http://half-life.wikia.com/wiki/Borealis#Miscellaneous documents]] from the screenshots in ''Half-Life 2'', we know that the Borealis was in service for some time before she disappeared. Since ice breaking ships need to be refurbished after 20-30 years of service (and the AI version of [=GLaDOS=] was being developed as a new fuel system de-icer), it's probably safe to assume that Aperture's engineers were trying to teleport the ship back to the underground drydock for upgrades when she vanished.
her into an AI.



[[folder:Submerging the gun in gel]]
* One of the warnings you get when you pick up the portal gun is to never submerge the device in liquid, even partially. In Portal 2, you can literally stand in a never ending cascade of the various gels without issue. And of course, there are two parts of the game where the gun can safely touch water (including when the sprinklers come on after the final boss fight).
** Maybe the gels were designed with the ASHPD in mind? Or they're simply not conductive? As for the sprinklers, that hardly counts as "submerging".
*** I always got the impression the gels were oil based anyway, sort of like paint.
** Doing something you're not supposed to do isn't always going to result in catastrophic consequences 100% of the time, you know.
*** I always figured it was supposed to be a joke on how Aperture Science is more worried about the ASHPD falling into deadly water than the tester drowning. The Trailers basically confirm this.
*** The gels being potentially paint-based still doesn't explain the pouring water in some of Cave's test chambers that you can clearly submerge the portal gun in. Another lie from [=GLaDOS=], perhaps?
*** Or it's a new, waterproof model of the Portal gun in the second game.
*** According to the PTI, it's not water, but "Cleaning Gel"
** Remember [[SelfDemonstrating/GLaDOS who]] gave you those warnings: an [[SelfDemonstrating/GLaDOS insane AI]] who was just trying to mess with Chell's mind. After all, every ''other'' warning that you get in that sequence turned out to be false ("Do not touch the operational end of the device?" Why not, [=PotatOS=] seemed fine to me. "Do not look directly at the operational end of the device?" You can stand right in front of it as it's firing and be perfectly fine. "Most importantly, under no circumstances should you...?" Yeah, that's a pretty [[FakeStatic convenient malfunction]], don't you think?), so why not that one?

to:

[[folder:Submerging [[folder:Every turret becomes defective]]
* Why does sabotaging
the gun in gel]]
*
turret production line replace every functioning turret with a bad one? The factory runs nonstop, so [=GLaDOS=] should still have an enormous stockpile of functioning turrets to draw from even if she can't make any new ones.
**
One of the warnings you get when you pick up dev commentaries mentions that the portal gun is to never submerge turret production line actually ends with all the device in liquid, even partially. In Portal 2, you can literally stand in a never ending cascade newly packaged turrets being unboxed and then scrapped for parts to be reused at the beginning of the various gels without issue. And of course, there are two parts of line. So it would seem the game where the gun can safely touch water (including when the sprinklers come on after the final boss fight).
** Maybe the gels were designed with the ASHPD in mind? Or they're simply not conductive? As
only way for the sprinklers, that hardly counts as "submerging".
*** I always got the impression the gels were oil based anyway, sort of like paint.
** Doing something you're not supposed
[=GLaDOS=] to do isn't always going to result in catastrophic consequences 100% of the time, you know.
*** I always figured it was supposed to be a joke on how Aperture Science
get turrets for tests and traps is more worried about the ASHPD falling into deadly water than the tester drowning. The Trailers basically confirm this.
*** The gels being potentially paint-based still doesn't explain the pouring water in some of Cave's test chambers that you can clearly submerge the portal gun in. Another lie
by removing them from [=GLaDOS=], perhaps?
*** Or it's a new, waterproof model of
the Portal gun line before the end, and since she has been dead she hasn't had a chance to stockpile any.
** The bad turrets
in the second game.
*** According to
line are also destroyed, and when Chell sabotages the PTI, it's not water, but "Cleaning Gel"
** Remember [[SelfDemonstrating/GLaDOS who]] gave you those warnings: an [[SelfDemonstrating/GLaDOS insane AI]] who was just trying to mess with Chell's mind. After all, every ''other'' warning that you get in that sequence turned out to be false ("Do not touch
line the operational end of the device?" Why not, [=PotatOS=] seemed fine to me. "Do not look directly at the operational end of the device?" You can stand right in front of it as it's firing and be perfectly fine. "Most importantly, under no circumstances should you...?" Yeah, that's a pretty [[FakeStatic convenient malfunction]], don't you think?), so why not that one?good turrets are considered defective.



[[folder:Invention of the gels]]
* You find the Repulsion Gel and Propulsion Gel inside the 50s-60s era Aperture Innovations testing spheres. Yet the Combine Overwiki places the creation of Repulsion Gel at 1998. What the hell?
** Aperture Science has a history of not publishing it's findings. Chances are, Black Mesa (or another group) independently came up with repulsion gel in '98.
** The Combine Overwiki ''is'' a wiki, you know. I could go and change the date for you if it'd make you feel better.
*** OP here, bad research on my part. 1998 is the year that the Gels were released as products to the public, not the year they were invented. My bad.
** The wiki is currently having some issues reconciling the timeline (as the stuff we find out in Portal 2 doesn't mesh with the official timeline we previously had, such as the notion that the Portal Gun was invented during Cave Johnson's time and not something he decreed they work on on his death bed decades later)

to:

[[folder:Invention of [[folder:Portal gun invention date]]
* When was
the gels]]
* You find
portal gun invented? Several times in the Repulsion Gel game and Propulsion Gel inside the 50s-60s era tie in comic, Aperture Innovations scientists express jealousy and respect towards NASA for beating them to the moon. But the old sealed off testing spheres. Yet courses are clearly designed to be solved with portal technology, despite signs dating them to the Combine Overwiki places 1950s! As seen at the creation end of Repulsion Gel at 1998. What the hell?
game, portal technology makes visiting the moon a cakewalk, so shouldn't Aperture have won the space race?
** The scientists likely had no idea that the moon was portal conductive until after they created the conversion gel which was in the 70's.
** The portal maker was invented in the 50s. The very first old-school test sphere has a sign that says 'This can't be solved without a portal device', showing one the size of a big backpack in a stylized drawing. But as mentioned several times on this page, they didn't see it as an end itself, they saw it as a testing device for the 'useful' things like the buttons and gels. There was no way to get moon rocks until after NASA landed on the moon... and no way to find out they were good for portals until then.
*** But why didn't they just shoot a portal at the moon even just for kicks or to see what would happen?
*** They owned a technology that could revolutionize the world, and for 50 years they used it to test useless dietary aids by having people jump onto them from great heights. They were handing these trillion dollar devices out to bums for god's sake! The sheer stupidity of it boggles the mind. Also, considering how crazy everyone at
Aperture Science has a history of not publishing it's findings. Chances are, Black Mesa (or another group) independently came up with repulsion gel in '98.
** The Combine Overwiki ''is'' a wiki, you know. I could go
is, I'm kinda surprised no one ever tried just randomly firing the gun at the moon.
*** Or maybe they did try, but it went horribly wrong
and change the date for you if it'd make you feel better.
*** OP here, bad research on my part. 1998 is the year
that was behind the Gels were released as products to the public, not the year they were invented. My bad.
** The wiki is currently having some issues reconciling the timeline (as the stuff we find out in Portal 2 doesn't mesh with the official timeline we previously had, such as the notion that the Portal Gun was invented during Cave Johnson's time and not something he decreed they work on on his death bed decades later)
"missing astronauts" thing.



[[folder:Gravity on the moon]]
* The moon ''does'' have gravity, even though it's less than Earth's. When Neil Armstrong walked on the moon, he didn't go flying off into space, he just bounced with each step. Wheatley should be sitting on the moon's surface, not floating out in space.
** The pressure differential meant that air (and everything else) was rushing out the blue portal ''very'' quickly. If a homerun can achieve lunar escape velocity, Wheatley definitely did.
*** As of this writing, the fastest homerun ever measured was 195.9 km/h. This is less than 0.06 km/s -- far below the moon's escape velocity of 2.4 km/s. If a baseball ever attained ''that'' incredible speed in a regular stadium (i.e. one with an Earth-normal atmosphere), the shockwave alone would rupture the eardrums of everyone present, kill a lot of them, and most likely damage the structure of the stadium beyond repair. I think the sub-orbital trajectory theory given below is correct.
** The lunar escape velocity is 2.4km/s, which is unlikely to be achievable just from the speed of the air coming through the portal, especially since it is not confined to anything like a gun barrel. You might save a little speed by saying that Wheatley went into a lunar orbit instead of strictly "escaping", but not that much. Call it RuleOfFunny.
*** Maybe Wheatley is just in a high sub-orbital trajectory that will eventually impact the lunar surface.
** He might've also gained a bit of speed when [=GLaDOS=] knocked him off the mainframe with that mechanical arm.
** The air pressure on Earth is about 100kPa. That means that the force exerted over a portal (about 1 square meter) is 100kN. If Wheatley is 10kg then his acceleration is 10kms^-2. Apply that force for 1s and he's already traveling at 4 times faster than escape velocity.
*** That's pressure over the ''entire'' portal area. Wheatley is much smaller and would only experience a fraction of that pressure. And 1 second is very genereous; he was likely exposed to any significant pressure for a fraction of that time (from the moment [=GLaDOS=] knocked him off until the the effects of the air became negligible).

to:

[[folder:Gravity on the moon]]
[[folder:The Borealis's drydock]]
* The moon ''does'' have gravity, even though it's less than Earth's. When Neil Armstrong walked on Borealis's drydock is found several kilometers ''underground''. HOW DOES THAT MAKE ANY SENSE?!
** The Borealis has some sort of advanced technology that is useful against
the moon, he Combine, my guess is teleportation or larger portals or something, but in any event it didn't go flying off into space, he just bounced with each step. Wheatley should be sitting on the moon's surface, not floating sail out in space.
** The pressure differential meant that air (and everything else) was rushing out the blue portal ''very'' quickly. If a homerun can achieve lunar escape velocity, Wheatley definitely did.
*** As
of this writing, the fastest homerun ever measured was 195.9 km/h. This is less than 0.06 km/s -- far below the moon's escape velocity of 2.4 km/s. If a baseball ever attained ''that'' incredible speed in a regular stadium (i.e. one with an Earth-normal atmosphere), the shockwave alone would rupture the eardrums of everyone present, kill a lot of them, and most likely damage the structure of the stadium beyond repair. I think the sub-orbital trajectory theory given below is correct.
** The lunar escape velocity is 2.4km/s, which is unlikely to be achievable just from the speed of the air coming through the portal, especially since it is not confined to anything like a gun barrel. You might save a little speed by saying that Wheatley went into a lunar orbit instead of strictly "escaping", but not that much. Call it RuleOfFunny.
there.
*** Maybe Wheatley is just in a high sub-orbital trajectory it didn't, but that will eventually impact doesn't answer the lunar surface.
** He might've also gained a bit
question of speed when [=GLaDOS=] knocked him off the mainframe with that mechanical arm.
** The air pressure on Earth is about 100kPa. That means that the force exerted over a portal (about 1 square meter) is 100kN. If Wheatley is 10kg then his acceleration is 10kms^-2. Apply that force for 1s and he's already traveling at 4 times faster than escape velocity.
how it sailed ''in'' there to begin with.
*** That's pressure over the ''entire'' portal area. Wheatley is much smaller and would only experience a fraction of that pressure. And 1 second is very genereous; he was likely exposed to any significant pressure for a fraction of that time (from the moment [=GLaDOS=] knocked him off until the the effects of the air became negligible).They probably built it there.



[[folder:What is [=GLaDOS=]?]]
* What exactly IS [=GLaDOS=] at this point? A Genetic Lifeform and Disk Operating System? Okay. The new boss of Aperture Science due to the last request of Cave Johnson? The acronym's vague enough to make those two compatible. But how can she also be a fuel-system de-icer gone horribly wrong? It seems contradictory.
** Genetic Lifeform and Disk Operating System and de-icer were ''supposed'' to be - well, not contradictory, but they made unnecessary work out of de-icing. In terms of Caroline, it's possible they killed two birds with one stone: "Well, we need a system to support Caroline's brain and we have this big life system here. Let's put it in."
** From how I understood it, based on the slideshow easter egg from Portal 1: In the 80's Black Mesa was, as always, getting tons more government funding than Aperture. Aperture was desparately trying to impress the government by how better they were than Black Mesa, and somehow got wind of the fact that they were building a fuel line de-icing system. They wanted to one-up Black Mesa, so they integrated their fuel line de-icing system with the newly created [=GLaDOS=]/Computer Caroline, while somehow keeping the cost below that of Black Mesa's system. [=GLaDOS=] is still officially a fuel line de-icer, but is really a DOS hooked up to the mind of Caroline.
*** [=GLaDOS=] and Caroline are almost nothing alike, personality-wise - [=GLaDOS=] is basically a high-tech passive-aggressive AI with the VirtualGhost of Caroline in her brain. She even states so herself at the end: "Caroline lives in my brain".
* The idea of [=GLaDOS=] being a needlessly overcomplex de-icer makes a degree of sense given Aperture's two favorite ways of doing things: A) taking a simple problem and making a needlessly complex solution (developing a quantum tunneling device as a possible shower curtain system) and B) taking extremely advanced technology and putting it to bizarrely trivial purposes (developing a gel with lossless kinetics and trying to use it to bounce food out of dieter's stomachs). If it's option A, they felt a de-icing system was the perfect place to put a complex super-AI. If B, they had a complex super-AI and said "You know what this would do really well? Run the de-icer."

to:

[[folder:What [[folder:Portals on white surfaces]]
* This
is [=GLaDOS=]?]]
* What exactly IS [=GLaDOS=] at this point? A Genetic Lifeform and Disk Operating System? Okay. The new boss of Aperture Science due to
something that isn't explained in either game, why do the last request of Cave Johnson? The acronym's vague enough portals only work on white surfaces? In the second game before you can shoot a portal in certain places you have to make those two compatible. But how can she also be a fuel-system de-icer gone horribly wrong? It seems contradictory.
sure there is white paint covering the surface.
** Genetic Lifeform and Disk Operating System and de-icer were ''supposed'' to be - well, not contradictory, but they Some materials conduct portal surfaces better than others. The Conversion Gel basically turns everything it covers into a valid portal surface.
*** The conversion gel is
made unnecessary work from moon rocks, which it turns out are a fantastic conductor for portal surfaces. This is mentioned several times throughout the old Cave Johnson testing area as foreshadowing for how the final boss fight ends. It's sort of de-icing. In terms of Caroline, implied that after it's possible invention in the 70s they killed two birds with one stone: "Well, we need a system to support Caroline's brain and we have this big life system here. Let's put it in."
** From how I understood it, based on
started using the slideshow easter egg from Portal 1: In white conversion gel to paint the 80's Black Mesa was, as always, getting tons more government funding than Aperture. Aperture was desparately trying to impress the government by how better they were than Black Mesa, and somehow got wind of the fact walls, so it's not that portals only work on ''white'' surfaces, but that they work best on paint that contains ground-up moon rocks, which happens to be white.
*** All the portal walls are white. Non-portal walls are black. It's a reasonable assumption.
*** Since you are in TEST chambers, it seems reasonable to think those
were building a fuel line de-icing system. They wanted designed to one-up Black Mesa, so they integrated their fuel line de-icing system with the newly created [=GLaDOS=]/Computer Caroline, while somehow keeping the cost below that of Black Mesa's system. [=GLaDOS=] is still officially a fuel line de-icer, but is really a DOS hooked up to the mind of Caroline.
*** [=GLaDOS=] and Caroline are almost nothing alike, personality-wise - [=GLaDOS=] is basically a high-tech passive-aggressive AI with the VirtualGhost of Caroline in her brain. She even states so herself at the end: "Caroline lives in my brain".
* The idea of [=GLaDOS=] being a needlessly overcomplex de-icer makes a degree of sense given Aperture's two favorite ways of doing things: A) taking a simple problem and making a needlessly complex solution (developing a quantum tunneling device as a possible shower curtain system) and B) taking extremely advanced technology and putting it to bizarrely trivial purposes (developing a gel with lossless kinetics and trying to use it to bounce food out of dieter's stomachs). If
be ColorCodedForYourConvenience (in other words it's option A, they felt a de-icing system was the perfect place to put a complex super-AI. If B, they had a complex super-AI and said "You know what this would do really well? Run the de-icer." {{justified trope}})



[[folder:Poisonous Conversion Gel]]
* Cave Johnson says that ground up moon rocks are "pure poison." Chell comes into contact with, and can even bathe herself in, Conversion Gel multiple times throughout the game, and yet she's completely fine? How does this work?
** It is possible that Cave Johnson was simply allergic to moon rocks. Goodness knows that his grasp of science isn't exactly error-free...
*** Or that Chell really does only have her "short sad life back". Then again Aperture have had 50 years of research and you bet finding a cure was one of Cave's top priories, maybe they made it safe by the time we find it.
** Maybe the poisoning happens when moon dust is inhaled. With the gel, there's no dust to poison you.
** Johnson did mention something about suspecting that jumping through portals laid on conversion gel might reverse the effect. Unlikely as it may be, perhaps he was right.
** Poison =/= Acid. The first two gels were attempts at creating a dietary product. Chances are the moon-gel was a third attempt that Cave tried on himself.
** Also notice how Chell can be covered in the blue gel and not have her skeleton disintegrated, despite Cave's warnings.
*** This is the same man who thought going through a portal would somehow ''suck the poison out''. I think it's safe to say he was just as unreliable a narrator as anyone else and possibly so nutty by that point that he wouldn't know the moon from a vat of mercury.
*** He didn't say the Repulsion Gel would ''disintegrate'' your skeleton, it said that it ''doesn't like'' the skeleton. This could mean any number of things.
*** [[FridgeHorror Also, maybe it ''would'' "suck the poison out" if these are the same portals that could strip you of your skin.]] [[BodyHorror The poison would drain out with all your bodily fluids.]]
*** Maybe they did work out the ingredient that doesn't like the human skeleton and fixed it? They didn't update the recording because that test area was condemned, but the tubes all run from the same reservoir which got updated gel.
** The poison thing has a basis in real life: Inhaling lunar dust has effects similar to inhaling asbestos. However, it's only hazardous as a dust, not as a liquid.
** Or maybe the effects are not immediate, just like many real-life poisons.
** Cave says that "ground up moon rocks" are poisonous. He doesn't say "conversion gel" is poisonous. Maybe they put something into the gel that negates the poisonous effects?
** Moon dust (which would result from grinding up moon stones) have very nasty nanostructure in that they basically destroy any cells they come in contact with in your lungs and due to their size, your body has no way of getting them out of there (because dust particles are much smaller than dust your lungs usually have to deal with). It's more or less the same as asbestos, which incidentally is perfectly safe as long as you are not making dust out of it. From what I gather, moon dust is a lot more dangerous than asbestos dust though. The dust, because of the size and high toxicity, could also go through several safeguards and enter your lungs. Symptoms Cave exhibits (coughing mainly) are consistent with the sort of lung failure that would follow moon rock poisoning. In gel form, I don't see any reason as to why it would still be dangerous (it could be, a likely symptom it would be causing, if there were any, would be severe rash and potential eye damage if you get that stuff in your eyes, but that's speculation). I'm much more concerned about that gel that "we haven't quite managed to figure out what element it is, but it's a lively one, and does not like the human skeleton". It could be that it needs to be digested for it to be able to react with your bone structure, but still, yikes.
* Also, Chell was only exposed to Conversion Gel for a few hours, while Cave worked with it for years.

to:

[[folder:Poisonous Conversion Gel]]
[[folder:Wheatley's bars]]
* Cave Johnson says that ground up moon rocks are "pure poison." Chell comes into contact with, and can even bathe herself in, Conversion Gel multiple times throughout Relatively minor, but at the end of the game, and yet she's completely fine? How how does this work?
** It is possible that Cave Johnson was simply allergic to moon rocks. Goodness knows that
Wheatley get his grasp of science isn't exactly error-free...
*** Or that Chell really does only
bars back? All personality cores have her "short sad life back". Then again Aperture have had 50 years of research those two bar things above and you bet finding a cure was one below their "eyes," and Wheatley's are taken off as part of Cave's top priories, maybe they made it safe by the time we find it.
** Maybe
procedure to be added onto [=GLaDOS' body=]; the poisoning happens when moon dust is inhaled. With the gel, there's no dust to poison you.
** Johnson did mention something about suspecting that jumping through portals laid on conversion gel might reverse the effect. Unlikely as it may be, perhaps he was right.
** Poison =/= Acid. The first two gels were attempts at creating a dietary product. Chances are the moon-gel was a third attempt that Cave tried on himself.
** Also notice how Chell can be covered in the blue gel and not have her skeleton disintegrated, despite Cave's warnings.
*** This is the same man who thought going through a portal would somehow ''suck the poison out''. I think it's safe to say he was just as unreliable a narrator as anyone else and possibly so nutty by that point
developer commentary even notes that he wouldn't know can move around more in this state. How, then, does he get them back by the moon from a vat of mercury.
*** He didn't say the Repulsion Gel would ''disintegrate'' your skeleton, it said that it ''doesn't like'' the skeleton. This
end sequence where he wishes he could mean any number of things.
*** [[FridgeHorror Also, maybe it ''would'' "suck
apologize to Chell? We see the poison out" if these are the same portals that could strip you of your skin.]] [[BodyHorror The poison would drain out with all your bodily fluids.]]
*** Maybe they did work out the ingredient that doesn't like the human skeleton and fixed it? They didn't update the recording because that test area was condemned, but the tubes all run from the same reservoir
entire process by which got updated gel.
** The poison thing has a basis in real life: Inhaling lunar dust has effects similar to inhaling asbestos. However, it's only hazardous as a dust, not as a liquid.
** Or maybe the effects are not immediate, just like many real-life poisons.
** Cave says that "ground up moon rocks" are poisonous. He doesn't say "conversion gel" is poisonous. Maybe they put something
he gets into the gel that negates the poisonous effects?
space.
** Moon dust (which would result from grinding up moon stones) have very nasty nanostructure in that they basically destroy any cells they come in contact with in your lungs and due to their size, your body He has no way of getting them out of there (because dust particles are much smaller than dust your lungs usually have to deal with). It's more or less the same as asbestos, which incidentally is perfectly safe as long as you are not making dust out of it. From what I gather, moon dust is a lot more dangerous than asbestos dust though. The dust, because of the size and high toxicity, could also go through several safeguards and enter your lungs. Symptoms Cave exhibits (coughing mainly) are consistent with the sort of lung failure that would follow moon rock poisoning. In gel form, I don't see any reason as to why it would still be dangerous (it could be, a likely symptom it would be causing, if there were any, would be severe rash and potential eye damage if you get that stuff even before he ends up in your eyes, but that's speculation). I'm much more concerned about that gel that "we haven't quite managed to figure out what element it is, but it's a lively one, and does not like the human skeleton". It could be that it needs to be digested for it to be able to react with your bone structure, but still, yikes.
* Also,
space, Chell was only exposed to Conversion Gel for a few hours, while Cave worked with it for years.is hanging onto him by them. They were probably retracted behind his head where you can't see them, but when his cable became detached they came out again.



[[folder:[=GLaDOS=]'s new body in her old location]]
* If the chamber where [=GLaDOS=] re-activates is the same chamber that you killed her in, why does she have her new body instead of the old one?
** Because last time the entire thing was blown outside the complex. Presumably the bots put her back together but couldn't boot her up.
** It's just a style retcon, like Chell having boots instead of implants.
*** The boots aren't a retcon, actually. The comic shows that her knee implants were destroyed after she killed [=GLaDOS=]. The boots are their replacement.
** Maybe Jerry and the other nanobots in the work crew tries to help fix her up?

to:

[[folder:[=GLaDOS=]'s new body in her old location]]
[[folder:Revamped rooms]]
* If Apparently, the chamber where facility can only be altered when some entity (e.g. [=GLaDOS=] re-activates or Wheatley) is controlling it. After the same chamber events of the first game, it's more than implied that nobody was tending to the facility (even as Wheatley puts it, you killed her in, why does she have her new body instead [=GLaDOS=], then nothing happened, then you attempted to escape with Wheatley), so naturally the whole place fell into disrepair. My question is this; how did the original testing track change so much if there was nobody around to change it? Two of the old one?
** Because last time the entire thing was blown outside the complex. Presumably the bots put her
chambers have been completely revamped, two entirely new chambers seem to have found their way in, one seems to have been fused with another, and yet another one doesn't even come back together but couldn't boot her up.
** It's just a style retcon, like Chell having boots instead of implants.
*** The boots aren't a retcon, actually. The comic shows that her knee implants were destroyed after she killed
into play until ''after'' you've revived [=GLaDOS=]. Then you have all the elevators getting completely replaced. Assuming that the "announcer" at the beginning of the game has no direct control over the facility, how and ''when'' exactly did all those changes get made?
** Those could be different chambers that already existed by the events of Portal 1. You enter an elevator at the end of each chamber -- it could simply have taken you to different ones.
** Or, if you do not want to accept that it just has always been that way, perhaps it was a leftover from the storyline where there were more cores then just Wheatley, and they were running the facility, like the big Game Informer article said.
***
The boots different elevators are ArtEvolution. The developer's commentary explains that there is no in-game reason for the elevators to be different, they just wanted to redesign them. Same story for the new Material Emancipation Grids.
** I assumed that the facility did continue to receive some upgrades after the events of the original Portal. While [=GLaDOS=] was dead, other, unseen robots did continue to manage the test chambers as best they could, i.e. installing more movable panels, new elevators, etc. Eventually they stopped, possibly due to attrition as they broke down or from being unable to handle any problems that fell outside
their replacement.
** Maybe Jerry and
programming. It would be like the other nanobots in the entire management of a company vanishing one day. The office drones would probably continue doing their work crew tries for a while, even managing to help fix her up?complete previously-assigned long-term projects, but without any direction the company would eventually fall apart.
** During the hotel room ride, Wheatley mentions "one of the old testing tracks." There might be several.



[[folder:Chell's age]]
* If Chell was a kid at the time of the Bring-Your-Daughter-To-Work Day Massacre on May 16th, then she was in the relaxation pod for about twenty years before being woken up at the start of Portal 1. That means that she was still growing up into womanhood despite being in stasis. If that is the case, then why does she not age over the span of time she spent trapped in the Relaxation Chamber in Portal 2?
** There is nothing in the comic that imply that Chell could be one of the kids from the bring-your-daugther-to-work Day, so maybe the "Chell" name on the potato experiment is just a red herring.
** The Lab Rat comic specifically states that she'll be in cryo-sleep. Try aging when you're a HumanPopsicle.
** Or maybe the Bring Your Daughter to Work Day happened quite a long ago, and that particular level was abandoned completely because of what happened there.
** It's also very possible that she was sleeping for hundreds of years before the first but only 30 years preceding the second. She didn't stop aging, just aged veerrrryy slowy. So let's say 100 years in cryo-sleep=10 years of aging. She was about 10 on BYDtW Day, then aged 10-15 years over the course of 100-150 years of cryo-sleep. She then aged only 3 years before Portal 2.
*** I feel I should mention that you don't age at all during Cryo-sleep. For you to visibly age in any semi-realistic cryo-sleep, you'd have to stay asleep for hundreds of thousands of years, probably millions of years(cryosleep generally uses temperatures below -170C, which means chemical reactions, including anything aging-related, happen roughly one millionth the rate they happen at room temperature). If you age, at all, it's not cryosleep but suspended animation, which is about considerably slowing your bodily functions without terminating them. If you're in suspended animation, you could age 20 years biologically in 100 years of stasis, or something like that. It's nitpicking, but correct terminology makes everyones speculating that much more enjoyable experience.
** Well, growing into maturity and aging into oldness are not the same processes. It's possible that Aperture's method of stasis stop the latter but not the former.
** Alternatively, the cryogenic technology used between Portal and Portal 2 is an improved version of the technology used between BYDTWD and Portal.
** Alternatively 2, Relaxation Vaults and Relaxation Centres are different. Maybe one is short term sleep (keeping the subject alive and asleep but not in statis) and the other is cryogenic suspension?
** Alternatively 3, some unstated amount of non-stasis time passed between BYDTWD and the events of Portal 1. Either [=GLaDOS=] had her out of stasis for other forms of testing beforehand, or she was not captured right away during BYDTWD.
** She was clearly interviewed in the Rattman comic as an adult by Apeture Science staff members before [=GLaDOS=] wiped everyone out with neurotoxin. Either (a) she grew up to adulthood before everything went pear-shaped, or (b) someone continued to do interviews after the facility was locked down and the Rattman is somehow aware of the contents of these interviews despite being on the run from [=GLaDOS=] at the time.
** It's also possible that, despite the timeline we were initially given (which runs into several problems when you compare it with the information given in Portal 2 and Lab Rat), the first Bring Your Daughter to Work day was ''not'' the one where [=GLaDOS=] killed everyone. Perhaps they'd been having them for years, and the one where Chell made the potato battery happened years before the one where [=GLaDOS=] took over. She could have gone to the latter as an adult (no one said the daughters had to be children). No aging-in-stasis required.
*** The Bring Your Daughter to Work Day banner over the potatoes in Portal 2 is printed on 80s era paper, the kind with perforated edges and holes, which could point towards it being a recurring event.
** This is getting slightly WMG-ish, but it's possible that she's actually been doing tests for years before Portal. No reason why [=GLaDOS=] couldn't reuse the same test subject over and over again, especially one so skilled at solving puzzles. In Portal, after testing the ASHPD, she finally decided to kill her (for a number of possible reasons; maybe protocol required to kill test subjects after using the ASHPD in order to keep company secrets, or she was getting worried about her rebelling). Hence why she's aged; she's been in and out of stasis for the past couple of decades.
** Another possibility is that [=GLaDOS=] somehow artificially aged the younger test subjects. Aperture could turn blood into gasoline and peanut water, after all, so it isn't too far-fetched.
** [=GLaDOS=] didn't kill everyone when she took control and attacked all the humans. By the time of Portal, Chell was just one of the few humans left, but it's possible she and the other survivors were kept alive for a good 15-20 years. Lab Rat has Chell's file show that she refused to answer any interview questions, so it's possible those were conducted by robots, which Chell never talks to in either game. Without [=GLaDOS=] giving orders, Chell was later placed in a Relaxation Chamber for cryogenic stasis instead of one of the small test chamber rooms she woke up in at the beginning of the first game, which is where the other survivors besides Rattmann presumably starved to death or broke out and escaped long before Portal 2.

to:

[[folder:Chell's age]]
[[folder:[=GLaDOS=]'s claws after reactivation]]
* If Where did [=GLaDOS=] get these two claws with which she lifts Chell was a kid at the time of the Bring-Your-Daughter-To-Work Day Massacre on May 16th, then she was in the relaxation pod for about twenty years before and Wheatley after being woken up at the start of Portal 1. That means that she was still growing up into womanhood despite being in stasis. If that is the case, then why does she not age over the span of time she spent trapped in the Relaxation Chamber in Portal 2?
** There is nothing in the comic that imply that Chell could be one of the kids from the bring-your-daugther-to-work Day, so maybe the "Chell" name on the potato experiment is just a red herring.
** The Lab Rat comic specifically states that she'll be in cryo-sleep. Try aging when you're a HumanPopsicle.
** Or maybe the Bring Your Daughter to Work Day happened quite a long ago, and that particular level was abandoned completely because of what happened there.
** It's also very possible that she was sleeping for hundreds of years before the first but only 30 years preceding the second.
reactivated? She didn't stop aging, just aged veerrrryy slowy. So let's say 100 years in cryo-sleep=10 years of aging. She was about 10 on BYDtW Day, then aged 10-15 years over the course of 100-150 years of cryo-sleep. She then aged only 3 years before Portal 2.
*** I feel I should mention that you don't age at all during Cryo-sleep. For you to visibly age in any semi-realistic cryo-sleep, you'd have to stay asleep for hundreds of thousands of years, probably millions of years(cryosleep generally uses temperatures below -170C, which means chemical reactions, including anything aging-related, happen roughly one millionth the rate they happen at room temperature). If you age, at all, it's not cryosleep but suspended animation, which is about considerably slowing your bodily functions without terminating them. If you're in suspended animation, you could age 20 years biologically in 100 years of stasis, or something like that. It's nitpicking, but correct terminology makes everyones speculating that much more enjoyable experience.
** Well, growing into maturity and aging into oldness are not the same processes. It's possible that Aperture's method of stasis stop the latter but not the former.
** Alternatively, the cryogenic technology used between Portal and Portal 2 is an improved version of the technology used between BYDTWD and Portal.
** Alternatively 2, Relaxation Vaults and Relaxation Centres are different. Maybe one is short term sleep (keeping the subject alive and asleep but not in statis) and the other is cryogenic suspension?
** Alternatively 3, some unstated amount of non-stasis time passed between BYDTWD and the events of Portal 1. Either [=GLaDOS=] had her out of stasis for other forms of testing beforehand, or she was not captured right away during BYDTWD.
** She was clearly interviewed in the Rattman comic as an adult by Apeture Science staff members before [=GLaDOS=] wiped everyone out with neurotoxin. Either (a) she grew up to adulthood before everything went pear-shaped, or (b) someone continued to do interviews after the facility was locked down and the Rattman is somehow aware of the contents of these interviews despite being on the run from [=GLaDOS=] at the time.
** It's also possible that, despite the timeline we were initially given (which runs into several problems when you compare it with the information given in Portal 2 and Lab Rat), the first Bring Your Daughter to Work day was ''not'' the one where [=GLaDOS=] killed everyone. Perhaps they'd been having
use them for years, and the one where Chell made the potato battery happened years before the one where [=GLaDOS=] took over. She could have gone to the latter as an adult (no one said the daughters had to be children). No aging-in-stasis required.
*** The Bring Your Daughter to Work Day banner over the potatoes
in Portal 2 is printed on 80s era paper, the kind with perforated edges and holes, which could point towards it being a recurring event.
** This is getting slightly WMG-ish, but it's possible that she's actually been doing tests for years before Portal. No reason why [=GLaDOS=] couldn't reuse the same test subject over and over again, especially one so skilled at solving puzzles. In Portal, after testing the ASHPD, she finally decided to kill her (for a number of possible reasons; maybe protocol required to kill test subjects after using the ASHPD in order to keep company secrets, or she was getting worried about her rebelling). Hence why she's aged; she's been in and out of stasis for the past couple of decades.
** Another possibility is that [=GLaDOS=] somehow artificially aged the younger test subjects. Aperture could turn blood into gasoline and peanut water, after all, so it isn't too far-fetched.
** [=GLaDOS=] didn't kill everyone when she took control and attacked all the humans. By the time of Portal, Chell was just one of the few humans left, but it's possible she and the other survivors were kept alive for a good 15-20 years. Lab Rat has Chell's file show that she refused to answer any interview questions, so it's possible those were conducted by robots, which Chell never talks to in either game. Without [=GLaDOS=] giving orders, Chell was later placed in a Relaxation Chamber for cryogenic stasis instead of one of the small test chamber rooms she woke up in at the beginning of
the first game, which is where even though they could have helped stop or kill Chell right then and there, nor does she or Wheatley use them when revisiting the chamber later in the second game.
** She used the claws in
other survivors besides Rattmann presumably starved places. Maybe she had more freedom now, or the damage to death the room allowed them in.
** She actually ''did'' use her claws in the first game. Maybe the Morality Core affected her ability to use them (just like it affected her ability to turn off the Rocket Sentry),
or broke out perhaps she was just that confident that the neurotoxin would be enough to finish her off. She's a sadist, so maybe she preferred the idea of watching Chell suffer (death by neurotoxin is not a pretty sight) to killing her quickly and escaped long before simply with claws.
*** When did she use them in the first game? I've played
Portal 2.1 a lot but I don't remember there being any claws like that.
*** The claws are in the game. They aren't animated, but they're implied to be how [=GLaDOS=] gets the turrets around the complex.



[[folder:Position of the final room]]
* Here's something that's bugged me for a bit: In the final battle, you shoot through the roof of the facility at the night sky, right? Then in that EXACT SAME ROOM just a bit later, it's required to ride in an elevator up an unusually long shaft in order to reach the surface because the whole facility is underground. Non-Euclidean ceilings, perhaps? Either way, it bugs me.
** The entire facility is reconfigurable. One moment, Wheatley has it at the surface. [=GLaDOS=] put it back when she had control again.

to:

[[folder:Position of [[folder:Cores exploding]]
* If all Aperture technologies remain safely operational up to 4000 degrees Kelvin, and
the final room]]
* Here's something that's bugged me for a bit: In
Companion Cube survived, why did the final battle, you shoot through the roof of the facility cores explode? If they survived, why have a furnace at the night sky, right? Then in that EXACT SAME ROOM just a bit later, it's required to ride in an elevator up an unusually long shaft in order to reach the surface because the whole facility is underground. Non-Euclidean ceilings, perhaps? Either way, it bugs me.
** The entire facility is reconfigurable. One moment, Wheatley has it at the surface.
all? And why did [=GLaDOS=] put it back explode when she had control again.they were removed, as the Lab Rat comic and sequel describe them as just voices in her head?
** Maybe they outsourced for some materials. Some things they bought from other companies don't have such high tolerances and explode under extreme heat. The Aperture records simply don't take that into account.
** The fact that there was an Emergency Intelligence Incinerator in the same room as a potentially-hostile AI shows some astounding forethought on Aperture's part: they either deliberately built the cores with combustible materials, or the incinerator was hotter than 4000K. Either one would justify the cores' explosions.
** Aperture continually lied to its AI (''They told me if I ever used this, I'd die. They said that about everything!'') So the hardware could get recycled (in the same way that the turrets are recycled) and [=GLaDOS=] etc only think that the cores get destroyed.
** Maybe the cores have a remote connection to her until they're destroyed? That could explain the tractor beam-like thing.
** Or maybe the cores are simply useless down in the incinerator room, and [=GLaDOS=] just self-destructed them to save processing power.



[[folder:No periods?]]
* Does Chell ever get her period? Did she get it while in stasis? How would she handle it while testing? Would she be provided with the proper... sanitation?
** Maybe she has an Aperture Science Blood Absorption Cup. But this is probably just like many other things an AcceptableBreakFromReality.
** This is just NoPeriodsPeriod. Nuthin' to see here.
** *Facepalm* In both games, Chell was out of stasis for a few hours, tops. Even if she did have to worry about that at the moment, which would be far-fetched to begin with, she was preoccupied with other matters -- such as, you know, ''getting out of this deathtrap of a facility, fast''. Besides, this is Aperture Science we're talking about. Chell has long fall boots -- it's possible that test subjects are also equipped with special clothing to avoid distractions like periods and toilet breaks. And stasis is stasis. Bodily functions are suspended.

to:

[[folder:No periods?]]
[[folder:Reasoning behind obstacle courses]]
* Does Chell ever get her period? Did she get it while in stasis? How would she handle it while testing? Would she be provided with the proper... sanitation?
** Maybe she has an
Why does Aperture Science Blood Absorption Cup. But this is probably test their products by incorporating them into elaborate obstacle courses that require the ability to warp space to navigate? If they wanted to test repulsion gel, couldn't they just like many other things an AcceptableBreakFromReality.
** This is just NoPeriodsPeriod. Nuthin'
throw stuff at it, or tell people to see here.
** *Facepalm* In both games, Chell was out of stasis for a few hours, tops. Even
jump on it if she did they really must have to worry about that at human testing? Why is it necessary for the moment, which test subjects to solve a dangerous puzzle while they're jumping on it?
** That
would be far-fetched to begin with, she was preoccupied with other matters -- such as, you know, ''getting out of this deathtrap of a facility, fast''. Besides, too rational for Aperture Science. Plus, if you're testing the gels and the portal gun, why not combine the chambers and test both at once?
** C'mon,
this is Aperture Science we're talking about. Chell At this point it is utter foolishness to ask, "Why would they achieve Goal A in this convoluted, inefficient way, when they could have done it in this obvious, simple, effective way?" Utter foolishness.
* I forget exactly where in the Portal wiki I read it but it was something to the effect of Cave didn't "know how science worked, but knew a lot about how people worked". He
has the determination to run a scientific research firm, but he couldn't watch a bunch of lab techs (whom he frequently expressed resentment towards in his recordings) running safe little simulations. He needed to see action, people in motion, people he could talk to and motivate. Cave liked obstacle course testing and, in his words, paid the bills around there. Like it or go work for those clowns over at Black Mesa. By the time Cave died, obstacle course testing was just the Aperture way. The fact [=GLaDOS=] has been running the tests for a long fall boots -- it's possible that test subjects are also equipped with special clothing to avoid distractions like periods while and toilet breaks. And stasis is stasis. Bodily functions are suspended.at least partially Caroline (who supported Cave for decades) means she probably shares her former boss's views.



[[folder:Moving portals]]
* Just a small detail I noticed: Portals are supposed to disappear if the surface they are on moves, right? Then how was that whole 'chop off the tubes leading to the neurotoxin generator with a laser through a portal on a moving platform' thing possible?
** Easy, the moving platforms were designed with the idea of portals being placed on them, just like mostly everything else.
** The only times we see them disappear on moving platforms are when they're moving along an axis that is not parallel to the portal. If you noticed, the platforms in the neurotoxin room were moving on the same axis as the portals. That's probably why they stayed.
*** Not true. After the part where he kills you, Wheatley moves a large test chamber to cut off your catwalk. The base is portal accepting surface that moves on same axis relative to the portal as at the neurotoxin generators and yet will not accept portals until it stops.
*** Not really. The portal is oriented vertically but the surface is moving horizontally. In the neurotoxin examples, the surface is moving in the same direction as the portal orientation.
*** The panels are reconfigurable, right? Probably, the facility has a mechanism to fizzle portals on moving objects to avoid people throwing one portal into another. When the panels are being assembled, the mechanism isn't necessary, thus, it doesn't happen.
*** My theory was that you can't place portals on surfaces with a surface with any velocity changes (speeding up or slowing down), unstable movement, or rotation on any axis. A surface in motion at a constant speed (like the Moon, or a sliding wall) would accept a portal.
*** Or the Earth, for that matter. The Earth itself is an entire moving surface, so I think it can for the most part be [[HandWave Hand Waved]].

to:

[[folder:Moving portals]]
[[folder:Human testing]]
* Just a small detail I noticed: Portals are supposed According to disappear if Cave Johnson's prerecorded messages, human testing nearly bankrupted Aperture Science. They started out testing astronauts, Olympians and war heroes in the surface 50s, but thanks to expensive lawsuits and government fines, by the 70s they are on moves, right? Then how was that whole 'chop were hiring bums off the tubes leading to streets and by the neurotoxin generator with a laser through a portal on a moving platform' thing possible?
** Easy, the moving platforms
80s they were designed with reduced to forcing their own employees to "volunteer" for testing. In fact, in one of Cave Johnson's last messages he states that Aperture is phasing out human testing. So why is that in the idea modern facility the game starts in, not only are they still testing on humans, but According to Wheatley, there were 10,000 of portals them being placed held in the Relaxation Center (until they all died under his supervision)! And in co-op mode the players find a huge vault of humans in cryogenic sleep who are still alive. So why is Aperture Science still performing human testing, and where did they get all those test subjects from?
** Aperture was ''going'' to phase out human testing -- while it was still run by humans. Once [=GLaDOS=] took over, she presumably saw no reason to carry
on them, just like mostly everything else.
**
with those plans. As for the test subjects in stasis, presumably they were either Aperture employees or people visiting the facility, captured and suspended by [=GLaDOS=].
***
The only times we see them disappear on moving platforms are when several hundred humans frozen in the co-op vault I can believe were Aperture employees. Each is given a scientific job title as they're moving along an axis scanned during the credit sequence and [=GLaDOS=] seems to know personal details about most of them. But what about the 10,000 humans suspended in the relaxation center where Chell wakes up? Where did they come from? I have a hard time believing that is not parallel to the portal. Aperture had that many employees, especially considering Cave Johnson's complaint about how employee retention had plummeted after "voluntary" employee testing became mandatory.
***
If you noticed, look closely at some of the platforms stickers on the relaxation vaults (you can see them if you zoom in during the ride in your hotel room at the beginning) the packing dates are from the 1970s. I wouldn't be surprised if a lot of them were homeless people who were somehow convinced to do that.
** This was
in the neurotoxin room were moving 80s. Aperture obviously got back on its feet between then and the same axis as the portals. That's probably why they stayed.
*** Not true. After the part where he kills you, Wheatley moves a large test chamber to cut off your catwalk. The base is portal accepting surface that moves on same axis relative to the portal as at the neurotoxin generators and yet will not accept portals until it stops.
*** Not really. The portal is oriented vertically but the surface is moving horizontally. In the neurotoxin examples, the surface is moving in the same direction as the portal orientation.
*** The panels are reconfigurable, right? Probably, the facility has a mechanism to fizzle portals on moving objects to avoid people throwing one portal into another. When the panels are being assembled, the mechanism isn't necessary, thus, it doesn't happen.
*** My theory was that you can't place portals on surfaces with a surface with any velocity changes (speeding up or slowing down), unstable movement, or rotation on any axis. A surface in motion at a constant speed (like the Moon, or a sliding wall) would accept a portal.
*** Or the Earth, for that matter. The Earth itself is an entire moving surface, so I think it can for the most part be [[HandWave Hand Waved]].
first Portal.



[[folder:No one got the gun before Chell?]]
* Wheatley says near the end of the game that Chell was the fifth person he woke up to get the portal gun and the rest died trying to get it. Looking back at the beginning of the game, getting the portal gun was really really easy even for those not familiar with portals (and there wasn't anything really dangerous involved) so why did all those others fail to get the gun?
** Well, Wheatley probably screwed up, and they were probably suffering from extreme brain damage.
** This is just a guess, but it would be in-character. The first try, Wheatley forgot about g-forces and moved the chamber too fast, killing the inhabitant. The second time, he tried to "manually override" a spiked plate. The third time he finally managed to break through the walls, only for it to be the wrong spot, resulting in the test subject falling in an incinerator. The fourth time, he simply put the subject in the nearest place where it was safe to stand, resulting in death by dehydration before ever getting close to the portal gun.
** Or maybe they didn't have long fall boots.
** The only reason it was so easy was because he dropped you off at the right spot -- but he had to break through a wall to get there. This means that the others had to have been dropped off somewhere else in the facility -- likely somewhere more dangerous.
** Also, there is probably more than one portal gun in the facility. Wheatley probably took the other four people to other locations that were more dangerous.
** It may just be me personally, but I believe that Wheatley was lying about awakening other test subjects before Chell. There are several reasons. Four-part plan, maybe?
*** One: The things Wheatley says at the beginning of the game. Not only does he tell Chell that most of the people he was supposed to be taking care of in the chambers have died of neglect, if she hangs around long enough before opening the door to him at the very start of Chapter One he tells her that she's actually [[https://www.youtube.com/watch?v=bENzj_yh0IE the only test subject left.]] This can be tracked down to Rattmann in the Lab Rat comic, rebooting her chamber whilst the rest of the grid remained offline which systematically killed the remaining subjects. Of course, we know that there are actually a few more subjects alive somewhere in Aperture due to the ending of the Co-Op Gameplay, but it's entirely possible that Wheatley was simply given control over a certain grid of subjects and either had no knowledge of the others sleeping elsewhere or had no hands to impersonate a human and access them. As far as he knows, Chell really is the last test subject alive, miraculously.
*** Two: Wheatley's state of corruption when he tells Chell she wasn't the first subject. Somewhere past the halfway point in the game, [=GLaDOS=] says that being plugged into the mainframe with other cores is maddening, like hearing several voices constantly chattering in your head at once. Wheatley's already pretty far gone by the time Chell arrives for the final confrontation anyway, but it's when he is slowly fused with the corrupt cores that he really loses it and begins to spout all other kinds of lies and paranoia as part of his villainous breakdown. By that point, he's declaring that Chell and [=GLaDOS=] had a plan against him from that start, that the reactor core doesn't actually exist and neither do the papier-mache-and-SFX fires apparently raging throughout the facility. He accuses Chell of deliberately not catching him at the start of the game, of tricking him into assuming power and maliciously fooling him into showing her where to find a portal gun. He also declares that he loathes Chell quite explicitly if you give him the chance -- and that she's fat, obviously. Really, telling her that she was an easily replaceable pawn in his master plan to take over from [=GLaDOS=] is essentially just another emotional blow he tries to hit her with to stop her jumping around and dodging his bombs.
*** Three: The reason that particular piece of audio exists in the game at all. According to the developer commentary, there was actually supposed to be some part of the gameplay at the beginning that hinted there were others before Chell, awakened and used by Wheatley before subsequently getting killed horrifically. As it is, it was dummied out. The audio of Wheatley mentioning this still remains in the boss battle but now actually there's nothing to back it up, therefore no particular reason not to believe that Wheatley is simply raving like the insane, moronic little manchildbot he is by that point.
*** Four: The unspecified amount of time passed since Chell was put to sleep. Some say thirty years, some say three hundred -- whatever your own figures are, it's an awfully long time to be trapped and unconscious in a preservation chamber ''that's offline''. Chell was personally saved by Rattmann, as we know; who saved the others? Wheatley claims he didn't know anything about the chambers being offline at all, which can be chalked down to his simple-mindedness easily enough. It stands to reason that he probably wouldn't even check ''until'' he thought he might be in danger from the deterioration of the facility and therefore needed someone to help him escape. In the meantime, uncounted numbers of people were lying in empty rooms with no food, water or any way to wake up. Just a quick note: the human body rarely manages to sustain itself beyond three days once it is deprived of water, let alone thirty years.
*** Part Five: [[spoiler:'''BOOBY TRAP THE STALEMATE BUTTON!''']]
*** I thought it was [[spoiler:'''THE PART WHERE HE KILLS YOU''']].

to:

[[folder:No one got the gun before Chell?]]
* Wheatley says near the end
[[folder:Condition of the game old courses]]
* How the heck are all the old sealed off testing courses still in such fantastic condition? Seriously, the first few modern facility test courses you visit are more broken down despite having more advanced building material, self-repairing technology and the once-off mentioned nanobot "work crew" to keep them in shape! But none of those things are present in the old Aperture. It's amazing
that they still have working lights down there after 50 years (plus however long Chell was sleeping), let alone elevators and pump stations. There's not a spot of mold or dust in the fifth person he woke up to get various offices you come across, there are paintings and posters in mint condition everywhere, and wooden boards that haven't warped or rotted all over the portal gun freakin' place. Yes, there are rusted and broken catwalks everywhere and the rest died trying to get it. Looking back at ground floor is covered with trash and mud and the beginning of elevator to the game, getting the portal gun was really really easy even for surface is shut down, but aside from those the place is for the most part so clean and organized and ''functional'' that I simply can't believe it's been abandoned for a year, let alone half a century.
** I got the impression that the old chambers were deliberately ''preserved'',
not familiar just passively let to rot like it was the case with portals (and there wasn't anything really dangerous involved) so why did all those others fail to get the gun?
** Well, Wheatley
modern facility. Thus they could have taken the measures to prevent decay, such as reinforcing the walls and covering the furniture in whatever protective stuff they have at Aperture. They simply shut the power and gel flow down and let the area rest until Chell reactivated it. Notice also that while the test chambers and offices are well-preserved, the vast space between them isn't; Aperture probably screwed up, and they were probably suffering from extreme brain damage.
** This is just a guess, but it would be in-character. The first try, Wheatley forgot about g-forces and moved the chamber too fast, killing the inhabitant. The second time, he tried to "manually override" a spiked plate. The third time he finally managed to break through the walls, only for it to be the wrong spot, resulting in the test subject falling in an incinerator. The fourth time, he simply put the subject in the nearest place where it was safe to stand, resulting in death by dehydration before ever getting close to the portal gun.
** Or maybe they
didn't have long fall boots.
** The only reason it was so easy was because he dropped you off at
bother taking measures to preserve the right spot -- but he had to break through a wall to get there. This means maintenance areas while sealing them off.
*** Cave Johnson says
that the others had Enrichment Spheres are coated in Asbestos to have been dropped keep the rats out. Kinda flimsy, but if he covered them with enough of it, it should hold off somewhere else in the facility -- likely somewhere more dangerous.
** Also, there is probably more than one portal gun in the facility. Wheatley probably took the other four people to other locations that were more dangerous.
** It may just be me personally, but I believe that Wheatley was lying about awakening other test subjects before Chell. There are several reasons. Four-part plan, maybe?
*** One: The things Wheatley says at the beginning of the game. Not only does he tell Chell that
most of the people he was supposed to be taking care of in nature for at least a little while.
** Deep underground
the chambers have died of neglect, if she hangs around long enough before opening the door to him at the very start of Chapter One he tells her that she's actually [[https://www.youtube.com/watch?v=bENzj_yh0IE the only test subject left.]] This can be tracked down to Rattmann in the Lab Rat comic, rebooting her chamber whilst the rest of the grid remained offline which systematically killed the remaining subjects. Of course, we know that there are actually a few more subjects alive somewhere in Aperture due to the ending of the Co-Op Gameplay, but it's entirely possible that Wheatley was simply given control over a certain grid of subjects and either had no knowledge of the others sleeping elsewhere or had no hands to impersonate a human and access them. As far as he knows, Chell really is the last test subject alive, miraculously.
*** Two: Wheatley's state of corruption when he tells Chell she wasn't the first subject. Somewhere past the halfway point in the game, [=GLaDOS=] says that being plugged into the mainframe with other cores is maddening, like hearing several voices constantly chattering in your head at once. Wheatley's already pretty far gone by the time Chell arrives for the final confrontation anyway, but it's when he is slowly fused with the corrupt cores that he really loses it and begins to spout all other kinds of lies and paranoia as part of his villainous breakdown. By that point, he's declaring that Chell and [=GLaDOS=] had a plan against him from that start, that the reactor core doesn't actually exist and neither do the papier-mache-and-SFX fires apparently raging throughout the facility. He accuses Chell of deliberately not catching him at the start of the game, of tricking him into assuming power and maliciously fooling him into showing her where to find a portal gun. He also declares that he loathes Chell quite explicitly if you give him the chance -- and that she's fat, obviously. Really, telling her that she was an easily replaceable pawn in his master plan to take over from [=GLaDOS=] is essentially just another emotional blow he tries to hit her with to stop her jumping around and dodging his bombs.
*** Three: The reason that particular piece of audio exists in the game at all. According to the developer commentary, there was actually supposed to be some part of the gameplay at the beginning that hinted there were others before Chell, awakened and used by Wheatley before subsequently getting killed horrifically. As it is, it was dummied out. The audio of Wheatley mentioning this still remains in the boss battle but now actually there's nothing to back it up, therefore no particular reason not to believe that Wheatley is simply raving like the insane, moronic little manchildbot he is by that point.
*** Four: The unspecified amount of time passed since Chell was put to sleep. Some say thirty years, some say three hundred -- whatever your own figures are, it's an awfully long time to be trapped and unconscious in a preservation chamber ''that's offline''. Chell was personally saved by Rattmann, as we know; who saved the others? Wheatley claims he didn't know anything about the chambers being offline at all, which can be chalked down to his simple-mindedness easily enough. It stands to reason that he probably
wouldn't be exposed to a lot of things like rain, wind, plants, and sunlight so it would last longer even check ''until'' he thought he might be in danger from the deterioration setting aside Aperture's obsession with RagnarokProofing. That said, it is significantly damaged, there are many areas where you have to make portal jumps because walkways have collapsed.
** It's implied that even a lot
of the facility upper test chambers are underground. With the chambers from Cave's era, they're so far down they're practically like preserved fossils.
** Keep in mind, though, that they're still in '''a salt mine''',
and therefore needed someone to help him escape. In in a planet that was in the meantime, uncounted numbers process of people being taken over from below by burrowing Antlions (unless the Antlions were lying in empty rooms only introduced to the eastern hemisphere).
** There's also the matter of complexity. The upper, modular testing tracks are probably a lot more complex than the old, static testing spheres. It's not hard to imagine plantlife and the like working its way between all those moving bits over the time of disrepair. Perhaps there's just less things to go wrong
with no food, water or any way to wake up. Just a quick note: the human body rarely manages to sustain itself beyond three days once it is deprived old tracks, especially since they're probably too far down. As one of water, let alone thirty years.
*** Part Five: [[spoiler:'''BOOBY TRAP THE STALEMATE BUTTON!''']]
*** I thought it was [[spoiler:'''THE PART WHERE HE KILLS YOU''']].
the above posters said, they're basically like preserved fossils.



[[folder:Reason behind the Anger Sphere]]
* The personality cores were made to keep [=GLaDOS=] under control and stop her from killing everyone, right? Then why did they give her an anger sphere?
** Perhaps they thought she'd become ''so'' cross, she'd make a mistake.
** These are the people who gave the turrets both an Empathy chip and an Empathy suppressant, and simulated pain response. They just put these things in.
*** Yeah, this troper feels likewise. I mean, after the most logical installments fail to stop her (namely the ''Empathy'' chip and ''Morality'' core) where do you go from there? I get the impression that they quickly began to ran out of options and the stranger additions to her circuitry were probably added on a hope and a prayer that they'd succeed.
** That's actually her Emotional Core, not her Anger Core. She's just really pissed off.
*** It's described the first game's credits as "The Anger Sphere" though,
** Also, remember how she experiences the other cores - constantly babbling voices in her head. At some point, they may have simply decided that overwhelming her with voices was a 'better' solution than a single/handful of rational voices.
** Imagine the scientists swapping cores in and out of [=GLaDOS=] to see what would happen. They'd stop when either they get what they want... or one of the cores causes [=GLaDOS=] to do something evil, preventing the scientists from continuing their work!

to:

[[folder:Reason behind [[folder:Position of the Anger Sphere]]
* The personality cores were made to keep [=GLaDOS=] under control and stop her from killing everyone, right? Then why did they give her an anger sphere?
** Perhaps they thought she'd become ''so'' cross, she'd make a mistake.
** These are the people who gave the turrets both an Empathy chip and an Empathy suppressant, and simulated pain response. They just put these things in.
*** Yeah, this troper feels likewise. I mean, after the most logical installments fail to stop her (namely the ''Empathy'' chip and ''Morality'' core) where do you go from there? I get the impression that they quickly began to ran out of options
earth and the stranger additions last portal]]
* At the end, when Chell portals
to the moon, the two surfaces the portals are on are, for all intents and purposes, parallel to each other. However, when Chell looks at the earth, she's not looking straight up, relative to the moon; she's looking sideways. Did the moon suddenly rotate ninety degrees while we weren't looking?
** Or Chell moved
her circuitry were probably added on a hope and a prayer that they'd succeed.
** That's actually her Emotional Core, not her Anger Core. She's just really pissed off.
head.
*** It can't be that; the surface of the moon is still visible when Chell looks at the earth, even though it shouldn't be.
*** It's described possible that the first game's credits as "The Anger Sphere" though,
** Also, remember how she experiences
portal didn't land in the other cores center of the visible side of the Moon, but closer to a polar region. After all, the game doesn't take into account where you actually aim the portal gun -- it doesn't even care what color the portal is!
*** But the twinkle before you get sucked out is clearly ''not'' at a polar region.
** What if the portals don't just warp you through space
- constantly babbling voices they warp you through space''time''. And the time dilation is in her head. At some way proportional to the distance involved. Then, the time difference from one portal to the next is unnoticable across a few metres like during most of the game, but over a quarter of a million miles, it's enough time for the Moon and Earth to turn a significant amount.
** The moon isn't flat, its a sphere(oid). From the player's perspective, the portal seemed to hit about halfway between the middle and the edge. The Earth, as seen from that
point, they may have simply decided that overwhelming her with voices was a 'better' solution than a single/handful of rational voices.
** Imagine
should be about 45 degrees above the scientists swapping cores in and out of [=GLaDOS=] to see what would happen. They'd stop when either they get what they want... or one horizon (the orientation of the cores causes [=GLaDOS=] to do something evil, preventing portals doesn't matter, it's the scientists from continuing their work!location that counts). Now, it seems to me that the Earth was actually closer to the horizon than that, but since we don't have any [[DepthDeception usable reference points]] during that shot, we can't say for sure.



[[folder:Wheatley's stupidity in the second half]]
* Maybe it's just this troper, but I couldn't stand the way they played up Wheatley's stupidity in the second half of the game. Up until he took over for [=GLaDOS=] he seemed to have things together. Maybe he was a bit goofy, sure, maybe he did accidentally awaken a murderous supercomputer. Other than that, his logic and reasoning in the first half of the game is pretty top-notch. Then when he's plugged into [=GLaDOS=] he suddenly becomes as dense as a bag of rocks. Felt more like CharacterDerailment than any actual progression of the character, to me.
** What about "I'm speaking in an accent that's beyond her range of hearing?"
** Or trying to hack the Neurotoxin computer? There's more idiocy in that one set of lines then the entire rest of the game combined.
** Or the classic hacking attempt: "A... A... A... A... Umm... A. *BUZZER NOISE* Nope. Okay. A... A... A... A... A... C. *BUZZER NOISE* No. Wait, did I do B? Do you have a pen? Start writing these down."
*** It's a reasonable approach, he just took way too long.
** "I'm pretty sure this is a docking station" (sign says "Docking station 500m below"). Or "I'll try manual override on this wall!" (...whamwhamWHAM!!!). Or trying to "hack" a door without noticing that it's already open...
** Arguably, Wheatley unthawing Chell was a stupid idea - doing so allowed the events of the game to happen, and the biggest result, aside from Chell's freedom, is [=GLaDOS=]'s reactivation. Which... is pretty high on the list of "stupid things to do".
** And let's not forget the array of abilities he's been given, but he doesn't dare use them as he was told he would die if he ever tried using them. ''And he believed it.''
*** If someone told you that you would die if you did something, would you test it unless you absolutely had to?
** Wheatley seems more stupid in the second part because he can ''do'' more. When he was still just a sphere, he could barely do anything. And then there's his beginning to hack the neurotoxin generator: "That's a computer. That's a monitor, that could come in handy..."
*** He's a computer himself; he probably doesn't need a monitor to hack.
** Not to mention that his whole escape plan assumes that an ''industrial facility'' would have an escape pod, that [[NoOSHACompliance Aperture Science]] in particular would have an escape pod, and that the switch to activate said escape pod would be in the Main Breaker Room (instead of, you know, '''inside the escape pod''').

to:

[[folder:Wheatley's stupidity [[folder:Astronauts]]
* Where did Cave find any astronauts
in the second half]]
* Maybe it's just this troper, but I couldn't stand the way
1952, nine years before Gagarin's flight in 1961?
** He said
they played up Wheatley's stupidity in the second half of the game. Up until he took over for [=GLaDOS=] he seemed were "missing" astronauts. Possibly as in, ''[[GovernmentConspiracy really]]'' missing due to have things together. Maybe he was a bit goofy, sure, portal malfunctions. The term "astronaut" has also been around since [[http://www.etymonline.com/index.php?term=astronaut 1929]], so maybe he did accidentally awaken a murderous supercomputer. Other than that, his logic and reasoning in the first half of the game is pretty top-notch. Then when he's plugged into [=GLaDOS=] he suddenly becomes as dense as a bag of rocks. Felt more like CharacterDerailment than any actual progression of the character, to me.
** What about "I'm speaking in an accent that's beyond her range of hearing?"
** Or trying to hack the Neurotoxin computer? There's more idiocy in that one set of lines then the entire rest of the game combined.
it meant something else then.
** Or the classic hacking attempt: "A... A... A... A... Umm... A. *BUZZER NOISE* Nope. Okay. A... A... A... A... A... C. *BUZZER NOISE* No. Wait, did I do B? Do you have a pen? Start writing these down."
*** It's a reasonable approach, he just took way too long.
** "I'm pretty sure this is a docking station" (sign says "Docking station 500m below"). Or "I'll try manual override on this wall!" (...whamwhamWHAM!!!). Or trying to "hack" a door without noticing
recording was not made once and forgotten at the time that it's already open...
** Arguably, Wheatley unthawing
that section was built, and what Chell was a stupid idea - doing so allowed hears is the events of last revision used for that section (when astronauts are around). The Borealis, assuming continuity with the game to happen, and the biggest result, aside blueprints from Chell's freedom, is [=GLaDOS=]'s reactivation. Which... is pretty high on the list of "stupid things to do".
** And let's not forget the array of abilities he's been given, but he doesn't dare use them as he
Episode 2, was told he would die if he ever tried using them. ''And he believed it.''
*** If someone told you that you would die if you did something, would you test it unless you absolutely had to?
** Wheatley seems more stupid in the second part because he can ''do'' more. When he was still just a sphere, he could barely do anything. And
far newer then there's his beginning to hack the neurotoxin generator: "That's a computer. That's a monitor, that could come in handy..."
*** He's a computer himself; he probably doesn't need a monitor to hack.
** Not to mention that his whole escape plan assumes that an ''industrial facility'' would have an escape pod, that [[NoOSHACompliance Aperture Science]] in particular would have an escape pod, and that the switch to activate said escape pod would be in the Main Breaker Room (instead of, you know, '''inside the escape pod''').
its drydock when lost.



[[folder:Chell's last name]]
* Wouldn't the people with the same last name as Chell be her adoptive parents? So, not the ones who "abandoned" her, but the ones who took her in?
** Well if she was "left on Aperture's doorstep" she wouldn't have a last name for adopted parents.. unless it's "Laboratories" or "Science". [[spoiler: Or "Johnson"]].
*** She wasn't left on Aperture's doorstep, she was left on "a doorstep". [=GLaDOS=] doesn't mention where.
** Remember, that was before [=GLaDOS=] told Chell that she was adopted; [=GLaDOS=] was lying and Chell didn't have enough information to figure that out. Or maybe she did, but [[HeroicMime didn't say anything]] and just went along with the test. Relatedly, ''how'' exactly does [=GLaDOS=] know that?
** The ''Lab Rat'' comic shows that Chell's last name was redacted from the official records, so it's possible that [=GLaDOS=] doesn't even know what it is. That said, Chell did show up during Take Your Daughter to Work Day, so [=GLaDOS=] ought to know who her parents are.
** There's also a theory that [=GLaDOS=] thought Chell's actual last name was [REDACTED], and that there were two other people whose names were tagged this way, so she thought they shared the same last name.
** And then there's the chance that it's all just made up. Maybe she wasn't adopted at all, maybe [=GLaDOS=] ''didn't'' find two people with Chell's last name.
** We don't have any evidence at all that there was anyone with Chell's last name in cryostasis except [=GLaDOS=]'s word, and if you ever believe ''anything'' that comes out of her speaker, I have a bridge in San Francisco to sell you.

to:

[[folder:Chell's last name]]
[[folder:[=GLaDOS=] can't help you?]]
* Wouldn't The bit about [=GLaDOS=] being unable to tell you the people solution to a given problem. I don't get it; either the punitive shock is tied into the main core, in which case [=GLaDOS=] should have been unaffected; '''or''', the shock is tied into ''all'' personality cores, in which case Wheatley should have known about it long before it became relevant. And in either event, [=GLaDOS=] is currently working with the same last name as Chell be her adoptive parents? So, not the ones who "abandoned" her, but the ones who took her in?
** Well if
one-point-six volts; what energy could she was "left on Aperture's doorstep" she wouldn't have a last name for adopted parents.. unless possibly muster to significantly shock herself with?
** Easy,
it's "Laboratories" or "Science". [[spoiler: Or "Johnson"]].
*** She
a HandWave. They needed a reason she couldn't help you, and the other idea they had -- having her "puzzle solving memory" getting constantly pecked off by a bird -- wasn't left on Aperture's doorstep, she was left on "a doorstep". [=GLaDOS=] doesn't mention where.
technically feasible.
** Remember, that was Presumably the shock is built into all personality cores to prevent them from helping test subjects solve the puzzles, and Wheatley would have known it if he had tried to help Chell before [=GLaDOS=] told Chell that she was adopted; [=GLaDOS=] was lying and Chell (and he didn't). Why didn't have enough information to figure that out. Or maybe she did, he know it? I see three explanations, all plausible: 1) He's Wheatley. 2) He did know, but [[HeroicMime just couldn't resist helping Chell to get her through the test chamber faster. 3) The most likely one, in my opinion: he didn't say anything]] and just went along with the test. Relatedly, ''how'' exactly does [=GLaDOS=] know that?
about the shock because unlike [=GLaDOS=], he was never meant to administer tests.
** The ''Lab Rat'' comic shows Or 4) [[OverlyLongGag He's Wheatley]]
*** They probably told him he'd die if he ever helped a test subject solve a test, and finally catching on, he presumed
that Chell's last name warning was redacted from rubbish like all the official records, so it's other things they told him would kill him. Hilariously, turns out that one was partially true.
** Note that whenever she uses too much energy, she temporarily shuts down. It's
possible that [=GLaDOS=] doesn't even know what it is. That said, Chell did show up during Take Your Daughter would start to Work Day, so [=GLaDOS=] ought shock her, only to know who instead shut her parents are.
down, which would be more of a hindrance because she's gone for a while.
** There's also a theory the fact that the puzzles you do with her are handmade by Wheatley either from scratch or by combining multiple test chambers together, so she would be trying to figure them out as much as the player since it's likely she knows the answer to one component or one chamber, but not when the components are put together in a new arrangement she hasn't seen before. In a way when it's mentioned, it's [=GLaDOS=] thought Chell's actual last name was [REDACTED], and that there were two other people whose names were tagged this way, so telling you why she thought they shared the same last name.
couldn't have helped you before even if she wanted.
** And then there's the chance that it's all just made up. Maybe she wasn't adopted at all, maybe [=GLaDOS=] ''didn't'' find two people with Chell's last name.
** We don't have any evidence at all that there was anyone with Chell's last name in cryostasis except [=GLaDOS=]'s word, and
entirely sure if you ever believe ''anything'' that comes out of it would shock her speaker, I have a bridge in San Francisco or not, but didn't want to sell you.risk frying her potato (which could kill her).



[[folder:Defective turrets]]
* How did the defective turrets all come out the same way? If they're based off the real turrets, how'd they lose the cute little voice and personality?
** That facility is pretty damn old. Sure, you have test chambers that can be rebuilt and machines that build turrets, but I doubt that you have specific factories that manufacture the machines for building turrets and as future-proof as this facility is, something will break beyond repair at some point. Chances are that at least a third of the manufacturing stations is just screwed beyond repair, making the same faulty model.
** Out of universe, it would have probably taken too much time to make thousands of different kinds of defects (missing leg, missing guns, faulty guns, faulty eye...) and it would have been rather hard to differentiate them from good turrets if only little things were different. Thus they made the defective turrets very obvious and all the same.
** They're not all the same. Some have most of their casing still on, some are skeletons, some are still in their boxes and some are assembled partially sideways.
*** But you're missing the point — they're all missing the cute voice and they all are more self-aware than the normal turrets. How'd they end up like that?
*** The regular turrets are actually quite self-aware, they just don't display it often because they're doing their job properly.
** My theory on this is that they're designed to have a different voice when something is wrong with them, so as to quickly show their defectiveness to anyone that comes near them. Kind of like the red ring of death on an Xbox.

to:

[[folder:Defective turrets]]
[[folder:Portals break thermodynamics]]
* How did in the defective turrets all come out the same way? If they're based off the real turrets, how'd they lose the cute little voice and personality?
** That facility is pretty damn old. Sure, you have test chambers that can be rebuilt and machines that build turrets, but I doubt that you have specific factories that manufacture the machines for building turrets and as future-proof as
hell does this facility is, get around the First Law of Thermodynamics? Place two portals, one exactly above the other, and drop something will break beyond repair at some point. Chances are in it. Watch as it essentially turns into a free energy device. Where on earth is all that at least a third of energy coming from?
** Gravity?
** You might note that this has been commented on many, many times. In fact, I don't even see
the manufacturing stations is just screwed beyond repair, making point in asking, given MST3KMantra.
** Creating portals changes
the same faulty model.
[[http://en.wikipedia.org/wiki/Topology topology]] of space around the them. You could come up with a physics-y handwave-y solution involving [[http://en.wikipedia.org/wiki/Noethers_theorem Noether's theorem]] (which says that [[http://en.wikipedia.org/wiki/Conservation_law conservation laws]], such as the conservation of energy, are caused by symmetry, and breaking this symmetry destroys your conservation law) if you were so inclined.
** Out It's not really free energy, merely a very efficient method of universe, it using gravity to transfer kinetic energy from the planet to the falling object. If you placed two portals inside an airless tube, and set an object in an "infinite" fall, the object would have probably taken too much time to make thousands of different kinds of defects (missing leg, missing guns, faulty guns, faulty eye...) accelerate indefinitely, and it eventually reach relativistic speeds requiring enough force to accelerate further that the earth would have been rather hard to differentiate them from good turrets if start pulling itself out of its orbit with its own gravity via the "falling" object. This would only little things were different. Thus they made be possible if the defective turrets very obvious airless tube was constructed exactly at the geographic north or south pole, however, or the earth's rotation would make falling at relativistic speeds impossible. Factor in air resistance and all the same.
** They're not all
kinetic energy is dissipated in a closed loop that doesn't affect the same. Some have most earth's trajectory through space... I think... Someone should do that math on that.
** The problem is moving upwards in a gravitational field, you are gaining gravitational potential energy. This happens from moving from a low-placed portal to a high-placed one. It is unavoidable. Of course, we are assuming it does take zero energy to move from a low-placed portal to a high-placed one. Maybe the portal gun has a built in store
of energy for this purpose.
** You're failing to consider the energy required to keep the portals open. It's quite possible that any time an object passes through a portal, there's an increase or decrease in the energy draw that precisely offsets the gain or loss in potential energy caused by the displacement.
** Perhaps as the objects continue to fall they lose mass so that overall
their casing still on, energy remains constant. (If you take an object from "infinity" to the edge of a black hole you extract mc^2 of energy from the system. Effectively the object loses its mass to the gravitational field. It's a lot more subtle than that, but then gravity has always been a subtle beast.)
** The portals could establish
some are skeletons, some are still in their boxes and some are assembled partially sideways.
*** But you're missing the point — they're all missing the cute voice and they all are more self-aware than the normal turrets. How'd they end up like that?
*** The regular turrets are actually quite self-aware, they just don't display it often because they're doing their job properly.
** My theory on this is
kind of hydrostatic equilibrium so that they're designed heavy things go down, light things go up, and it all balances out nicely. This would appear to have a different voice when something is wrong with them, so as to quickly show their defectiveness to anyone that comes near them. Kind of like be violated at the red ring of death on an Xbox. end, until you consider the differential gravity.



[[folder:Caroline's fate]]
* Why is the fandom so desperate to keep Caroline alive? Caroline obviously didn't want to be stuffed in an AI and being preserved really feels like a FateWorseThanDeath. Isn't it better to let her at last have her rest, and to not completely ruin the point of the BrokenAesop by giving [=GLaDOS=] her newfound morality?
** People get attached to characters; HesJustHiding is hardly a new phenomenon. We're clearly expected to believe that Cave Johnson is dead yet there's tons of WMG that his personality is still around somewhere in the mainframe or one of the spheres.
** The game also throws out a few hints that Caroline's not completely gone, most notably in the ending song where it's explicitly stated that "Caroline is in here too" and that [=GLaDOS=] still feels guilty about her treatment of Chell. Whether one accepts the song as canon or not, it's not hard to see where people are getting the idea that the BrokenAesop was meant to be subverted.
** My view of the nature of Caroline makes "[=GLaDOS=] deletes Caroline" an impossible scenario and thus necessitates that she is lying. Specifically, my view is not that Caroline is a ''part'' of [=GLaDOS=]. She ''is'' [=GLaDOS=]. She's just trying to get rid of Chell at that point. She may have ''metaphorically'' deleted Caroline - ie, intentionally going into denial about her old identity and repressing her empathetic character traits.
*** I don't think [=GLaDOS=] is Caroline - when you think about it, they're really nothing alike save for their voice, liking of Cave, and love of doing science. Caroline lives in [=GLaDOS=]'s brain, as [=GLaDOS=] herself stated, and mentions her as separate in Want You Gone. She just got to walk a mile in Caroline's shoes (so to speak) down in Old Aperture. Plus, as a quote from Ellen [=McLain=] herself: "I think [=GLaDOS=] likes Caroline".

to:

[[folder:Caroline's fate]]
* Why is the fandom so desperate to keep Caroline alive? Caroline obviously didn't want to be stuffed in an AI and being preserved really feels like a FateWorseThanDeath. Isn't it better to let her at last have her rest, and to not completely ruin the point
[[folder:Hazards of the BrokenAesop by giving [=GLaDOS=] her newfound morality?
gels]]
* OK, so Repulsion Gel "Does NOT like the human skeleton", and the moon rocks in Conversion Gel are toxic if inhaled, but what's the extra (that is, outside of what would happen if it was ingested) hazard of Propulsion Gel?
** People get attached to characters; HesJustHiding is hardly a new phenomenon. We're clearly expected to believe that Not stated in the game. Could be anything.
** Whatever the effects were, either
Cave Johnson thought they were too minor to mention or too terrifying. I'm not sure which is dead yet worse.
** I seem to recall it still being made of asbestos/causing no food whatsoever to be absorbed into the user's body.
** Let's make one up! How about interior friction burns? Oh, and cancer. Everything causes cancer.
*** Running into a wall at 90 miles per hour seems like a pretty bad side effect.
*** The lab boys tell me that if you get this stuff on you,
there's tons of WMG that his personality is still around somewhere in the mainframe or one of the spheres.
** The game also throws out
a few hints that Caroline's not completely gone, most notably in the ending song where it's explicitly stated that "Caroline is in here too" and that [=GLaDOS=] still feels guilty about her treatment of Chell. Whether one accepts the song as canon or not, it's not hard to see where people are getting the idea that the BrokenAesop was meant to be subverted.
** My view of the nature of Caroline makes "[=GLaDOS=] deletes Caroline" an impossible scenario and thus necessitates that she is lying. Specifically, my view is not that Caroline is a ''part'' of [=GLaDOS=]. She ''is'' [=GLaDOS=]. She's just
good chance trying to get rid of Chell at that point. She may have ''metaphorically'' deleted Caroline - ie, intentionally going into denial about her old identity and repressing her empathetic character traits.
***
move would... I don't think [=GLaDOS=] is Caroline - when you think know, something about it, they're peeling an egg with a sand blaster, I wasn't really nothing alike save for their voice, liking of Cave, and love of doing science. Caroline lives in [=GLaDOS=]'s brain, paying attention. Now I'm hungry. Caroline, what's the lunch situation?
*** [[ArsonMurderAndJaywalking I'm sure it stains pretty badly
as [=GLaDOS=] herself stated, and mentions her as separate in Want You Gone. She well.]]
** Maybe Aperture
just got to walk a mile didn't realize that bouncing that high in Caroline's shoes (so to speak) down in Old Aperture. Plus, as a quote from Ellen [=McLain=] herself: "I think [=GLaDOS=] likes Caroline".the air without Long Fall Boots (which the 1950s test subjects probably didn't have) is gonna damage your skeleton, gel or no gel.



[[folder:Neurotoxin]]
* It's kind of a big thing when you shut down [=GLaDOS=]'s neurotoxin production. And it's not like you just flip a switch, you cut the neurotoxin tubes and implode the entire producing unit (or whatever that big thing is). So... where does Wheatley get it later?
** There's enough time between then and now for him to have restored it. Wheatley does mention that [=GLaDOS=] can fix it given time. He had that time.
*** But he's also Wheatley.
*** So? He may be stupid, but he's not a drooling brain-damaged imbecile. He intentionally chose to fight Chell in a way similar to her original fight with [=GLaDOS=], which included the neurotoxin. Of course he'd fix it.
*** I'm in favor of this theory, but it does raise another question: If he fixed the neurotoxin generator, why didn't he also fix the turret line?
*** Because he's Wheatley.
*** Maybe designing/creating/'training' the frankenturrets distracted him-- it could be that he was using turrets rescued from the redemption line to build them, and just didn't question the fact that they were perfectly functional (which would have been the ideal for the experiments, anyway).
*** He did fix the turrets, but he forgot to throw out the old ones. He brings out some functional turrets later on. Also, [[OverlyLongGag because he's Wheatley]].
*** Thank you! Someone who also questions the neurotoxin usage!
** The Neurotoxin generator doesn't seem to be much of a generator. Cutting the pipes has gas pumping out the pipes, showing that they were flowing into the generator, and also the thing implodes showing that there's a lot of suction inside the generator. Either 1) The generator only combines ingredients (Suggested by a headscratcher below), meaning that Wheatley only had to rebuild one component of neurotoxin assembly. Or 2) only Wheatley calls the thing a 'generator,' (I may have missed a sign, but there didn't seem to be any signage saying it's a generator) and it's actually a central pump, so neurotoxin generation only required rerouting.

to:

[[folder:Neurotoxin]]
* It's kind of a big thing when you shut down [=GLaDOS=]'s neurotoxin production. And it's not like you just flip a switch, you cut
[[folder:Keeping the neurotoxin tubes and implode the entire producing unit (or whatever that big thing is). So... where does Wheatley get it later?
** There's enough time between then and now for him to have restored it. Wheatley does mention that
Companion Cube]]
* Why would
[=GLaDOS=] can fix keep [[spoiler: The Companion Cube alive...I mean intact]]?
** She didn't,
it given time. He had either survived on its own ("all Aperture technologies remain fully operation up to 4,000 degrees Kelvin"), or she just [[spoiler: gave her a new one, but charred it a little for effect]]...although that time.
makes you wonder [[FoeYay why]] [[LimaSyndrome she'd go to the trouble...]]
*** But he's also Wheatley.
*** So? He may be stupid, but he's not a drooling brain-damaged imbecile. He intentionally chose to fight Chell in a way similar to her original fight with [=GLaDOS=], which included the neurotoxin. Of course he'd fix it.
*** I'm in favor of this theory, but it does raise another question: If he fixed the neurotoxin generator, why didn't he also fix the turret line?
*** Because he's Wheatley.
*** Maybe designing/creating/'training' the frankenturrets distracted him-- it could be that he was using turrets rescued from the redemption line to build them, and just didn't question the fact that they were perfectly functional (which would have been the ideal for the experiments, anyway).
*** He did fix the turrets, but he forgot to throw out the old ones. He brings out some functional turrets later on. Also, [[OverlyLongGag because he's Wheatley]].
*** Thank you! Someone who also questions the neurotoxin usage!
** The Neurotoxin generator doesn't seem to be much of a generator. Cutting the pipes has gas pumping out the pipes, showing that they were flowing into the generator, and also the thing implodes showing that there's a lot of suction inside the generator. Either 1) The generator only combines ingredients (Suggested by a headscratcher below), meaning that Wheatley only had to rebuild one component of neurotoxin assembly.
Or 2) only Wheatley calls the thing a 'generator,' (I may have missed a sign, but there didn't seem to be any signage saying [[spoiler: it's a generator) the Companion Cube seen on the edge of the incinerator in the teaser trailer. It could have caught on something like that and survived that way]].
** [[WordofGod Word of God]] says that [[spoiler: the Companion cube was having an adventure of
it's actually a central pump, so neurotoxin generation only required rerouting.own, and just happened to get out at the same time as you]].



[[folder:Falling for a long time]]
* When you fall down that shaft for a kilometer or so in Chapter 6, you end up crashing through a few planks of wood before (presumably) passing out and hitting the ground. You wake up lying on your back. Now, if long fall boots work the way I think they do, then either Chell managed to land on her legs and stay like that in her sleep, or she has a very, very strong back... any explanation?
** She could have absorbed the shock from the boards and then fell the short way to the ground positioned in a way that the boots absorbed a lot of impact, but there was still enough to knock her unconscious.
*** I get the idea that Long Fall Boots work whether you're conscious or not.
*** Indeed, in the pre-release Boots trailer, Cave mentions that the user is actually incapable of not landing on their feet, even if they try.
** Maybe she got knocked out by the boards hitting her in the head, landed on her feet anyways, but then simply tipped over backwards.
** People in media survive absurdly long falls all the time. No need to invent crazy justifications.
* While we're on it, how did [=GLaDOS=] survive that fall? Even if the Long Fall Boots broke Chell's fall, [=GLaDOS=] is just a potato. She ought to have been mashed potato nanochips.
** Maybe the bird caught her?

to:

[[folder:Falling for a long time]]
* When you fall down that shaft for a kilometer or so in Chapter 6, you end up crashing through a few planks
[[folder:[=GLaDOS=]'s lack of wood before (presumably) passing out and hitting the ground. You wake up lying on your back. Now, if long fall boots work the way I think they do, then either morality]]
*
Chell managed to land on her legs and stay like that destroyed [=GLaDOS'=] Morality Core in her sleep, or she has a very, very strong back... any explanation?
** She could have absorbed
the shock first game, which made [=GLaDOS=] go from the boards "Use humans for test subjects" to "Kill all humans". How come when Chell reactivated [=GLaDOS=], she didn't immediately try to kill Chell and then fell the short way instead sent her off to the ground positioned in a way that the boots absorbed a lot of impact, do more tests? Her body was repaired, but there was still enough to knock her unconscious.
*** I get the idea
no sign that Long Fall Boots work whether you're conscious or not.
*** Indeed, in the pre-release Boots trailer, Cave mentions that the user is actually incapable of not landing on their feet, even if they try.
** Maybe she got knocked out by the boards hitting her in the head, landed on her feet anyways, but then simply tipped over backwards.
** People in media survive absurdly long falls all the time. No need to invent crazy justifications.
* While we're on it, how did
[=GLaDOS=] survive that fall? Even if the Long Fall Boots broke Chell's fall, got a new Morality Core.
**
[=GLaDOS=] was going for a FateWorseThanDeath this time, as is just a potato. plainly obvious. The facility is in ruins and her neurotoxin probably wasn't online at the time. She ought needed to have been mashed potato nanochips.
Chell waste time solving tests. Note that as soon as she has the place up and running again, she does immediately try to kill you.
** Maybe the bird caught her?Morality Core didn't really work, [=GLaDOS=] just tricked everyone into thinking it did? The core never talks, and [=GLaDOS=] might have dropped it off ''on purpose'' so that Chell could destroy it, thus pretending to have more of a justified excuse in killing her. After all, even ''before'' you get to [=GLaDOS's=] chamber, she says "Turn back or I will kill you."
** [=GLaDOS=] attempts to kill you once well before you get to her room in the first game. It's made quite clear that the Morality Core never really worked, all it succeeded in doing was preventing her from using the neurotoxin specifically.
** I think [=GLaDOS=] kept Chell alive because she was the only test subject available at that point. She was planning on killing her once she'd finished building ATLAS and P-body to replace her, [[spoiler:as indicated by what [=PotatOS=] says when Wheatley discovers the Cooperative Testing Initiative.]]
*** I mean, she does say she has another suprise for Chell "with tragic consequences". We never get to see what she had planned considering Wheatley pulled Chell out of the test chamber before we actually ''got'' to the surprise. The fact that [=GLaDOS=] sounds incredibly smug as she says that is a pretty clear indicator that her "surprise" might be [[{{Understatement}} more than a little lethal]].



[[folder:Pressure]]
* Maybe I'm getting all of this Moon thing wrong but...the pressure difference between the chamber and the actual moon is enormous. Even if air could have let Chell breathe, as hard to believe as it is, the pressure loss would have still caused her blood and bones permanent damage, right? Alternatively, how can you explain she could both breathe and hold onto an object when she was in outer space.
** I don't think it's that hard to believe that she could hold her breath before being sucked out. Plus, I think this is just sort of Handwaved away - she's survived much worse (Repulsion gels, being flung about, sucked through Portals, plus the psychological impact that [=GLaDOS=] has had on her), I don't think it's too crazy to imagine that she could have the willpower to last in space for a few seconds.
** In the comic, Chell's file says that she is tenacious to a fault. Perhaps she really is such an impossible badass that the vacuum of space does nothing to her. Also, [=GLaDOS=]'s "adrenal gas" couldn't have hurt things.
** It takes around thirty seconds for exposure to vacuum to cause permanent damage, assuming you don't hold your breath, and Chell wasn't out for that long. Besides, [=GLaDOS=] could have provided medical attention while she was unconscious.
** Chell is never exposed to the vacuum of space. With all the air rushing past her it's more like she's in a wind tunnel. She can hold her breath while that happens.
** Actually, if Chell were to optimize her chances of getting back from that experience alive and without injuries, she'd have to make sure she did NOT hold her breath when sucked into the moon-side of portal. Human body handles the decompression part pretty well aside from lungs. If you hold your breath, pressure in our lungs and lack of pressure outside your chest could easily cause your lungs to rupture, which is extremely un-healthy. Not getting any air is among the least of the concerns you have. If you stay in space without protective suit, by the time suffocation and the related brain damage kicks in, you've been long dead. Time scales for when suffocation causes serious problems are close to 3 minute mark, whereas bodily fluids boiling do cause trouble maybe 10 seconds in a complete vacuum. Loss of consciousness usually follows pretty fast, around maybe 10 seconds in pure vacuum, due to oxygen boiling from your tissues into the space. After losing consciousness, your body starts swelling, and paralysis kicks in, and much more severe damage occurs until you die. Given that Chell retained consciousness during the entire time on the moon, and only lost consciousness after getting back, the slight pressure she got from air that vented out of Earth protected her some. You might expect some damage from ebullism, that is, bubbles forming in bodily fluids, with a small but real chance of death due to random complications, but then again, you got the impression Chell had received medical care from [=GLaDOS=]. The best I can tell, the science behind that scene is airtight.

to:

[[folder:Pressure]]
[[folder:Plumbing]]
* Maybe I'm getting all of this Moon thing wrong but...How does the pressure difference between the chamber and the actual moon is enormous. Even if air could have let Chell breathe, as hard to believe as it is, the pressure loss would have plumbing in Old Aperture still caused her blood and bones permanent damage, right? Alternatively, work? There's switches for the gel pumps, but nothing that controls water, so there's no reason to assume that it was ever switched off. So how can you explain she could both breathe and hold onto an object when she was have the tanks for the water in outer space.
** I don't think
some of the test spheres not run dry over the course of god knows how many years? (Unless it's just purified sludgewater pumped in from the other spheres, which is [[NauseaFuel gross]].)
** [=GLaDOS=]states
that hard to believe that she could hold her breath before being sucked out. Plus, I think this the air everyone breaths in the Enrichment Center is just sort of Handwaved away - she's survived much worse (Repulsion gels, being flung about, sucked through Portals, plus the psychological impact re-used air. A similar process may work on water. Besides, we just know that [=GLaDOS=] has had on her), I don't think it's too crazy to imagine that she a clear liquid. [[NightmareFuel It could have the willpower to last in space for a few seconds.
** In the comic, Chell's file says that she is tenacious to a fault. Perhaps she really is such an impossible badass that the vacuum of space does nothing to her. Also, [=GLaDOS=]'s "adrenal gas" couldn't have hurt things.
be anything.]]
** It takes around thirty seconds for exposure to vacuum to cause permanent damage, assuming you don't hold your breath, and Chell wasn't out for that long. Besides, [=GLaDOS=] could have provided medical attention while she was unconscious.
** Chell
be that all that water is never what's responsible for the filling of the Enrichment Spheres and the salt mine with sludge/acid/stuff. It might also explain why, if the top levels of the facility are exposed to the vacuum of space. With all elements, rainwater doesn't flood the air rushing past her old testing tracks; it's more like she's in a wind tunnel. She can hold her breath while that happens.
** Actually, if Chell were
just drained to optimize her chances of getting back from that experience alive and without injuries, she'd have to make sure she did NOT hold her breath when sucked into the moon-side of portal. Human body handles bottom (maybe as a way to drown off the decompression part pretty well aside from lungs. If you hold your breath, pressure in our lungs and lack of pressure outside your chest could easily cause your lungs to rupture, which is extremely un-healthy. Not getting any air is among the least of the concerns you have. If you stay in space without protective suit, by the time suffocation and the related brain damage kicks in, you've been long dead. Time scales for when suffocation causes serious problems are close to 3 minute mark, whereas bodily fluids boiling do cause trouble maybe 10 seconds in a complete vacuum. Loss of consciousness usually follows pretty fast, around maybe 10 seconds in pure vacuum, due to oxygen boiling from your tissues into the space. After losing consciousness, your body starts swelling, and paralysis kicks in, and much more severe damage occurs until you die. Given that Chell retained consciousness during the entire time on the moon, and only lost consciousness after getting back, the slight pressure she got from air that vented out of Earth protected her some. You might expect some damage from ebullism, that is, bubbles forming in bodily fluids, with a small but real chance of death due to random complications, but then again, you got the impression Chell had received medical care from [=GLaDOS=]. The best I can tell, the science behind that scene is airtight.Mantis Men?)



[[folder:[=GLaDOS=]' redesign]]
* Why does [=GLaDOS=]' head look different between games? See [[http://images4.wikia.nocookie.net/__cb20100309135941/half-life/en/images/1/1a/[=GLaDOS=]_rocket_almost.jpg here]] and [[http://images2.wikia.nocookie.net/__cb20110421152406/half-life/en/images/d/de/P2_[=GLaDOS=].jpg here]]. I mean, I like the new one better and everything, it just seems strange to give a major character an inexplicable change in appearance between games when she's been lying there undisturbed for the entire time between games.
** In the Lab Rat comic Doug clearly says that even though the queen is down, the hive is still kicking. It's not out of the question that they moved her pieces back inside and updated her head for some reason.
*** Well, yeah, but still, they'd replace her head but leave her turned off? I'd be willing to accept a visual retcon like they did with the various cubes, doors, elevators, etc., but still, it seems strange.
*** ^ it ''is'' a visual retcon, just like why Chell suddenly looks 20 years younger and wears make up.
*** It isn't a visual retcon, in the comic you see [=GLaDOS=] before she killed all the scientists, and she looks the same as she does in Portal 1. I think the reason they changed her head is that, quite simply, the old one was destroyed. You can see it smoldering in front of you at the end of Portal 1. Presumably she was backed-up somewhere in the facility and some cores rebuilt a body and loaded her into it, for whatever reason.
*** You can also see [=GLaDOS=] with her original head in Rattman's artwork next to where you find the portal gun. It's even possible that the new head is just the old one with the covering around the eye removed (although retconned to white).
*** But her original head is still rounder-looking and smaller, even if you mentally remove the covering.
*** Maybe we're trying to come up with a reason for something that Valve never created a reason for.
** I always thought that maybe her head was extremely damaged and maybe the nanobot work crew rebuilt it to the new design but weren't able to power her back up.
** There's always the possibility that there are several [=GLaDOS=] interfaces/bodies and the memory is stored in the entire facility. Maybe Wheatley and Chell activated a backup [=GLaDOS=] which retrieved the memories from the old one. It may have been a new prototype, in a similar dock, that was impacted by the explosion of the original [=GLaDOS=] but not as destroyed.
*** Somewhat confirmed in the Peer Review DLC; the plot involves [[spoiler: the bird from the single player campaign taking over an old chassis of [=GLaDOS=]' body, so [=GLaDOS=] may have multiple backup bodies.]]

to:

[[folder:[=GLaDOS=]' redesign]]
[[folder:Chell getting recaptured]]
* Why does [=GLaDOS=]' head look different between games? See [[http://images4.wikia.nocookie.net/__cb20100309135941/half-life/en/images/1/1a/[=GLaDOS=]_rocket_almost.jpg here]] and [[http://images2.wikia.nocookie.net/__cb20110421152406/half-life/en/images/d/de/P2_[=GLaDOS=].jpg here]]. I mean, I like can't believe nobody's asked the new one better and everything, it just seems strange to give a major character an inexplicable change in appearance between games when she's been lying there undisturbed for the entire time between games.
** In the Lab Rat comic Doug clearly says that even though the queen is down, the hive is still kicking. It's not out of the question that they moved her pieces back inside and updated her head for some reason.
*** Well, yeah, but still, they'd replace her head but leave her turned off? I'd be willing to accept a visual retcon like they
most obvious question: How did with the various cubes, doors, elevators, etc., but still, it seems strange.
*** ^ it ''is'' a visual retcon, just like why
Chell suddenly looks 20 years younger and wears make up.
*** It isn't a visual retcon,
get recaptured in the comic you see first place? [=GLaDOS=] was dead. Did those androids find her and put her in the Relaxation Vault?
** The "Lab Rat" tie-in comic, available on the official website, explains this.
** Even
before she killed all the scientists, and she looks the same as she does in that, a Portal 1. I think update modified the reason they changed her head is that, quite simply, the old one was destroyed. You can see it smoldering in front of you at the end of Portal 1. Presumably she was backed-up somewhere in the facility and some cores rebuilt a body and loaded her into it, for whatever reason.
*** You can also see [=GLaDOS=] with her original head in Rattman's artwork next to where you find the portal gun. It's even possible that the new head is just the old one with the covering around the eye removed (although retconned to white).
*** But her original head is still rounder-looking and smaller, even if you mentally remove the covering.
*** Maybe we're trying to come up with a reason for something that Valve never created a reason for.
** I always thought that maybe her head was extremely damaged and maybe the nanobot work crew rebuilt it to the new design but weren't able to power her back up.
** There's always the possibility that there are several [=GLaDOS=] interfaces/bodies and the memory is stored in the entire facility. Maybe Wheatley and
ending, showing Chell activated a backup [=GLaDOS=] which retrieved get dragged back in.
*** "Thank you for assuming
the memories from the old one. It may have been a new prototype, in a similar dock, that was impacted by the explosion of the original [=GLaDOS=] but not as destroyed.
*** Somewhat confirmed in the Peer Review DLC; the plot involves [[spoiler: the bird from the single player campaign taking over an old chassis of [=GLaDOS=]' body, so [=GLaDOS=] may have multiple backup bodies.]]
party escort submission position."



[[folder:[=GLaDOS=] controlling the claw]]
* Where did [=GLaDOS=] get the big claw thing at the end of the final battle? There wasn't one of those things that was under [=GLaDOS=] in the core swap scene. Also, how did she control it? She wasn't hooked to the mainframe and had no way to because, again, there wasn't a core swap thing under the mainframe. ALSO, where did her old head come from? It wasn't there before.
** The claw? It was probably there, but wasn't used the first time. Controlling it? Remember how the cores from the first game only stopped affecting her after you destroyed them? She was already linked to her body by some temporary/not very powerful remote connection just like the cores. The head? It was probably still in that area with the claws from when Wheatley put her in a potato. And, before someone brings up how she got back into her head, remember when she says "I already fixed it!"? It was a fairly fast process, and Wheatley transferred her to the potato in just about the same amount of time, if not less.
** The mainframe area is highly reconfigurable. Wheatley probably had the claw stashed somewhere out of the way (note that it's also present when you repower [=GLaDOS=]). It's rather ironic because it would have made all the FinalBoss battles rather one-sided.
** Isn't it the claw she dangled the Adventure and Fact spheres from?
*** Nope, that's the one she crushed Wheatley with. The big one is present in the control room before the final battle (Wheatley [[PunctuatedPounding punches-you-into-this-pit]] with it.)

to:

[[folder:[=GLaDOS=] controlling the claw]]
[[folder:Core corruptions]]
* Where did What is core corruption, anyway? In ''Portal'', [=GLaDOS=] get had several personality cores attached, thus was corrupted. However, you had to remove them to defeat her: Making her "pure" again. [[spoiler: But in ''Portal 2'', they say she's corrupted, but she's the big claw thing at the end of the final battle? There wasn't one of those things that was under [=GLaDOS=] in the only core swap scene. Also, how did she control it? She wasn't hooked to the mainframe and had no way to because, again, there wasn't a core swap thing under in the mainframe. ALSO, where did Okay, so maybe the computer thought that her old head come from? It insanity was enough to make her corrupt... but that doesn't explain why Wheatley becomes corrupt just after you attatch other personality cores to it. I mean, the guy was MADE to be a moronic imbelice, so insanity counts as core corruption but having "Be a moron" between your codes lines is cool? Also, when you're heading to Wheatley's Lair, you stumble across some corrupted cores, according to [=GLaDOS=]. Honestly, the guy you were trying to beat and [=GLaDOS=] herself are in many ways worse than those guys.]]
** The corrupted cores' behaviour make it clear that there's some fundamental flaw in their programming. Wheatley
wasn't there before.
** The claw? It was probably there, but
considered corrupt because his programming wasn't used damaged, and he was still doing exactly what he was programmed to do ("be a moron"), and he wasn't totally messed up like the corrupted cores. [=GLaDOS=], on the other hand, is very clearly corrupt. It's pretty clear that there's something wrong in her programming, somewhere.
** I always thought that it referred to the fact that her cores were removed. [=GLaDOS=] had four cores hung on her mainframe in
the first time. Controlling it? Remember how the cores from the first game only stopped affecting game. As you defeat her after you destroyed them? She was already linked by destroying them, they obviously were semi-vital to her body by some temporary/not very powerful remote connection just like function. In ''Portal 2'', the announcer says that [[spoiler:she is 80% corrupted. Four cores plus [=GLaDOS=], the main core, is five cores. The head? It was probably still in that area with the claws from when Four "corrupted" (nonexistent) cores to one intact core is 80% corruption. Also, you need Wheatley put her in a potato. And, before someone brings up how she got back into her head, remember when she says "I already fixed it!"? It was a fairly fast process, and Wheatley transferred her to be at 100% corruption with three corrupted cores plus him not doing the potato in just about the same amount of time, if not less.
** The
mainframe area is highly reconfigurable. Wheatley probably had the claw stashed somewhere out of the way (note that it's also present when you repower [=GLaDOS=]). It's rather ironic because it would have made all [=GLaDOS=] is still at 80% corruption (if not more) while she's [=PotatOS=], and the FinalBoss battles rather one-sided.
** Isn't it the claw she dangled the Adventure and Fact spheres from?
*** Nope, that's the one she crushed Wheatley with. The big one is present in the control room before the final battle (Wheatley [[PunctuatedPounding punches-you-into-this-pit]]
core transfer can only replace a more-corrupt core with it.)a less-corrupt one.]]



[[folder:Time between Portal 1 and 2]]
* Something that's been somewhat confusing to me: Many people seem to be confused about how many years have passed before Portal 2 begins. Some think it's only a matter of days, some only a few years, some believe around 30 years, and some 300 (I personally believe the last). Here's what I can't wrap my brain around... how could someone think hundreds of years ''haven't'' passed between Portal and Portal 2, after taking into account the complete decay the facility has fallen into? Plants don't grow into infrastructure and buildings don't fall apart after a short amount of time. It takes ''a long'' time for that to happen. In addition, when the AI wakes you up for a second time, the machine stutters when saying the number 9, implying that it surpassed its upward counting limit loooong ago, which may even be ''higher'' than 300 years. Finally, didn't Valve more or less confirm that its been hundreds of years?
** It's hard to say, really. The problem with assuming 300 years is that you run into serious RagnarokProofing issues. For example, take the Bring Your Daughter To Work Day exhibit. Even 30 years would have caused the potato batteries and the poster boards to crumble into dust. Most plastics used in the construction of the facility would become brittle and crack. Electronics would decay and fail. In 300 years, the structural metal would have long since rusted into uselessness and the entire facility would collapse on itself. Then take the old Aperture Labs facilities. No AI was maintaining them, and they still have working lights and electricity. These contradictions make any sort of effective dating impossible.
*** Keep in mind, however, that even though they had no AI, they DID have prerecorded messages to use so that testing could continue, even during post-apocalyptic conditions. Not only that, but all Aperture Science facilities are able to run at as low as 1.1 volts. In addition, even though no AI was maintaining things in real-time, the personality cores activated after [=GLaDOS=] was killed most likely kept everything in acceptable working condition, at least as well as something with no arms could. So the facility was far from abandoned during that time. As far as the Condemned Testing Labs go, it's not impossible that the tech down there could run at 1.1 volts too.
** A book I read, ''Earth Without Men'' I think was the title, goes out of its way to explain why pretty much nothing created with technology from the last 200 years would last very long without anybody to sometime add a coat of anti-rust or change the de-moisturizer. I'm strongly inclined to believe that 30 years is more than enough to account for the state of the center. Note that you can see sunlight entering the rooms in the very first levels, which means holes leading to the surface, which mean flood at the first rain. Ever saw a house that's been flooded? I did. At best, the paint on the walls is screwed, at worst, the walls themselves take the hit and become structurally unsound. ''From being submerged a few hours.'' I'd already considered the fact that there is working equipment in the upper layers of the center thirty years after the Seven-hour war a near miracle, so 300 years would be pushing it way too far. Hell, where did the remaining equipment get its power? No battery could ever last 10 years, fuel become unusable after a few months, nuclear reactors go critical if not constantly tended to, and even then their fuel would never last 20 years.
*** Nope, 300 years. The state the facility is in is far too bad for a mere 30 years to have passed. Not even mutant super potetoes could cover that much of its insides in vegetation in just 30 years, especially when you consider just how mind-bogglingly huge the facility actually is. Furthermore, 30 years isn't long enough to provoke the kind of comments Wheatley and [=GLaDOS=] make on how long you've been gone. 30 years is pretty long, but it's not mind-boggling. Three centuries, however, is quite staggering. As for what you said about the technology, yes, okay, but that's regular technology. It's like you haven't looked at any Aperture tech at all. The stuff is specifically mentioned ''during the game'' to be apocalypse-proof in a variety of ways and it's quite preposterously durable during the first game, too, what with it being able to survive temperatures of up to 4000 degrees Kelvin. And you claim that no fuel cells last that long in real life? In a world that has portal technology in the fifties? As for the reactor, you don't know how much extra fuel it had. Also, right at the beginning of the game the automated messages tell you that the reactor is about to go critical, so presumably the emergency sub-systems that took care of it finally gave out after all those years and would have taken out everything if [=GLaDOS=] hadn't been awakened. Basically, everything in either game shows that, while they lacked common sense and any kind of moral judgment, Aperture built their equipment to ''last''.
*** This theory falls apart a bit when you take the historical sections of the facility in to account. In the 1950's section we see cloth, wood, and even paper that is in remarkably good shape for 80 years, let alone 350. And even if we were to assume that all of these materials are long-lasting synthetics invented by Aperture (an Aperture who had barely graduated shower curtain manufacture at the time, no less,) that doesn't explain the foreign materials found in the trophy case, such as a newspaper. Also problematic the fact that Aperture didn't invent AI until well after the lower levels were sealed. Not only do they have no real reason to maintain the electronics and stuff in the older parts of the facility, but they lack any discernible method to boot. Well, perhaps except for the one possible saving grace for the "300 years" theory: the briefly-mentioned nanobot work crew. "Jerry" and his pals could be invisibly refreshing the perishable materials in order to keep the entire facility from rotting/rusting away. I admit both theories require some leaps in logic, but I still tend to lean toward "30 years" because it makes more sense story-wise in relation to future Half-Life crossover.
** But nothing said to you in the game gives a clear indication of just how much time has passed. The wake up voice recording was glitching out, [=GLaDOS=] lies to you all the time, and Wheatley is a moron. Anything they say has to be taken with a grain of salt.
** I would be more accepting of a 300 years time span if the facility had been made entirely of glass and plastics, two materials that GaiaVengeance tend to break its teeth onto. And again, holes in the roof, meaning the facility is exposed to everything nature can throw, from dirt to water, insects, animals (that bird must come from somewhere) and plants (those potato plants must have access to natural light). A devastating combo for any man-made construction.
** The old facility throws all this on its head anyway, as I pointed out earlier.
** Those who talk for 30 years don't seem to take into account all the maintenance AIs and self-repairing systems implied in the game. The place has deteriorated enough that it takes personal interference from [=GLaDOS=] to fix things up again, and she manages to get the place close to pristine condition in the matter of hours again.
*** We don't know how all those self-repair systems were coordinated; [=GLaDOS=] being knocked offline could have knocked others offline and the ones that remained would have been hard pressed to maintain the facility. Besides, the only areas that we see with actual overgrown vegetation, was the original testing area, which would likely be close to the surface. Therefore all that flora could have made it through the hole made at the end of Portal 1 and into the original testing course. The rest of the maintenance systems were likely knocked out by [=GLaDOS=]' destruction and those that remained were unable to fully fix the facility on their own. Therefore the 30 year figure is actually fairly plausible.
** I have always believed that the announcement for how long Chell was in suspension was just messed up like the rest of the facility at that point. Besides all the ruin you see shortly after this, the announcement reads each digit independently (9 9 9 9 9 etc.) instead of as a really big number (999,999 or whatever the max may be).
** According to The Final Hours of Portal 2, Portal 2 takes place ''50,000 years'' after the original game.

to:

[[folder:Time between Portal 1 and 2]]
[[folder:Wheatley surviving getting crushed]]
* Something that's been somewhat confusing to me: Many people seem to be confused about how many years have passed before Portal 2 begins. Some think it's only a matter of days, some only a few years, some believe around 30 years, and some 300 (I personally believe the last). Here's what I can't wrap my brain around... how could someone think hundreds of years ''haven't'' passed between Portal and Portal 2, So after taking into account the complete decay the facility has fallen into? Plants don't grow into infrastructure and buildings don't fall apart after a short amount of time. It takes ''a long'' time for that to happen. In addition, when the AI wakes you up for a second time, the machine stutters when saying the number 9, implying that it surpassed its upward counting limit loooong ago, which may even be ''higher'' than 300 years. Finally, didn't Valve more or less confirm that its been hundreds of years?
** It's hard to say, really. The problem with assuming 300 years is that you run into serious RagnarokProofing issues. For example, take the Bring Your Daughter To Work Day exhibit. Even 30 years would have caused the potato batteries and the poster boards to crumble into dust. Most plastics used in the construction of the facility would become brittle and crack. Electronics would decay and fail. In 300 years, the structural metal would have long since rusted into uselessness and the entire facility would collapse on itself. Then take the old Aperture Labs facilities. No AI was maintaining them, and they still have working lights and electricity. These contradictions make any sort of effective dating impossible.
*** Keep in mind, however, that even though they had no AI, they DID have prerecorded messages to use so that testing could continue, even during post-apocalyptic conditions. Not only that, but all Aperture Science facilities are able to run at as low as 1.1 volts. In addition, even though no AI was maintaining things in real-time, the personality cores activated after [=GLaDOS=] was killed most likely kept everything in acceptable working condition, at least as well as something with no arms could. So the facility was far from abandoned during that time. As far as the Condemned Testing Labs go, it's not impossible that the tech down there could run at 1.1 volts too.
** A book I read, ''Earth Without Men'' I think was the title, goes out of its way to explain why pretty much nothing created with technology from the last 200 years would last very long without anybody to sometime add a coat of anti-rust or change the de-moisturizer. I'm strongly inclined to believe that 30 years is more than enough to account for the state of the center. Note that you can see sunlight entering the rooms in the very first levels, which means holes leading to the surface, which mean flood at the first rain. Ever saw a house that's been flooded? I did. At best, the paint on the walls is screwed, at worst, the walls themselves take the hit and become structurally unsound. ''From being submerged a few hours.'' I'd already considered the fact that there is working equipment in the upper layers of the center thirty years after the Seven-hour war a near miracle, so 300 years would be pushing it way too far. Hell, where did the remaining equipment get its power? No battery could ever last 10 years, fuel become unusable after a few months, nuclear reactors go critical if not constantly tended to, and even then their fuel would never last 20 years.
*** Nope, 300 years. The state the facility is in is far too bad for a mere 30 years to have passed. Not even mutant super potetoes could cover that much of its insides in vegetation in just 30 years, especially when you consider just how mind-bogglingly huge the facility actually is. Furthermore, 30 years isn't long enough to provoke the kind of comments
he accidentally revive [=GLaDOS=], she crushes Wheatley and [=GLaDOS=] make tosses him aside. A few levels later, he's back and somewhat fine (if a bit twitchy), on how long you've been gone. 30 years is pretty long, but it's not mind-boggling. Three centuries, however, is quite staggering. As for what his management rail again. How did he get back onto that rail?
** Wheatley tells
you said about the technology, yes, okay, but that's regular technology. himself, kind of, in Chapter 4. It's like you haven't looked at any Aperture tech at all. The stuff is specifically mentioned ''during the game'' to be apocalypse-proof in a variety of ways and it's quite preposterously durable during the first game, too, what with it being able to survive temperatures of up to 4000 degrees Kelvin. And you claim that no fuel cells last that long in real life? In a world that has portal technology in the fifties? As for the reactor, you don't know how much extra fuel it had. Also, right at the beginning of the game the automated messages tell you that the reactor is about to go critical, so presumably the emergency sub-systems that took care of it finally gave out after all those years and would have taken out everything if [=GLaDOS=] hadn't been awakened. Basically, everything in either game shows that, while they lacked common sense and any kind of moral judgment, Aperture built their equipment to ''last''.
*** This theory falls apart a bit when you take the historical sections of the facility in to account. In the 1950's section we see cloth, wood, and even paper that is in remarkably good shape for 80 years, let alone 350. And even if we were to assume that all of these materials are long-lasting synthetics invented by Aperture (an Aperture who had barely graduated shower curtain manufacture at the time, no less,) that doesn't explain the foreign materials found in the trophy case, such as a newspaper. Also problematic the fact that Aperture didn't invent AI until well after the lower levels were sealed. Not only do they have no real reason to maintain the electronics and stuff in the older parts of the facility, but they lack any discernible method to boot. Well, perhaps except for the one possible saving grace for the "300 years" theory: the briefly-mentioned nanobot work crew. "Jerry" and his pals could be invisibly refreshing the perishable materials in order to keep the entire facility from rotting/rusting away. I admit both theories require some leaps in logic, but I still tend to lean toward "30 years" because it makes more sense story-wise in relation to future Half-Life crossover.
** But nothing said to you in the game gives a clear indication of just how much time has passed. The wake up voice recording was glitching out, [=GLaDOS=] lies to you all the time, and Wheatley is a moron. Anything they say has to be taken with a grain of salt.
** I would be more accepting
something of a 300 years time span if NoodleIncident but apparently involves a bird.
** Perhaps he has an identical twin.
** Actually,
the facility had been made entirely of glass and plastics, two materials that GaiaVengeance tend to break its teeth onto. And again, holes in the roof, meaning the facility is exposed to everything nature can throw, from dirt to water, insects, animals (that bird must come from somewhere) and plants (those potato plants must have access to natural light). A devastating combo for any man-made construction.
** The old facility throws all this on its head anyway, as I pointed out earlier.
** Those who talk for 30 years don't seem to take into account all the maintenance AIs and self-repairing systems implied in the game. The place has deteriorated enough that it takes personal interference from [=GLaDOS=] to fix things up again, and she manages to get the place close to pristine condition in the matter of hours again.
*** We don't know how all those self-repair systems were coordinated; [=GLaDOS=] being knocked offline could have knocked others offline and the ones that remained would have been hard pressed to maintain the facility. Besides, the only areas that we see with actual overgrown vegetation, was the original testing area, which would likely be close to the surface. Therefore all that flora could have made it through the hole made at the end of Portal 1 and into the original testing course. The rest of the maintenance systems were likely knocked out by [=GLaDOS=]' destruction and those that remained were unable to fully fix the facility on their own. Therefore the 30 year figure is actually fairly plausible.
** I have always believed that the announcement for how long Chell was in suspension was just messed up like the rest of the facility at that point. Besides all the ruin
few times you see shortly after this, the announcement reads each digit independently (9 9 9 9 9 etc.) instead of as a really big number (999,999 or whatever the max may be).
** According
him hiding behind panels before he reveals himself to The Final Hours of Portal 2, Portal 2 takes place ''50,000 years'' after the original game.you, he looks slightly damaged. He wasn't completely crushed, but his casing appeared to be squashed a bit.



[[folder:The moon isn't flat for portals]]
* I'm curious how in all the questions about the Moon portal this one gets omitted. Seeing how the portals can only be placed on perfectly flat and smooth surfaces, how can you place one on the Moon surface that is most obviously neither?!
** Cave said that lunar dust is uniquely suited to conducting portals. So who says it has to be flat and smooth?
** The moon is enormous. Have you ever seen a space walk? On a human scale, the surface of the moon is pretty flat. It's not quite as flat as, say, the Earth, but still.
** Not to mention the portal hit at an Apollo landing site. And what is the first primary key feature that would have been looked for when evaluating possible landing sites?
** The portal projectile somehow has the ability to autocorrect and find a flat surface when you fire just off of one. There is a lot of distance available for the projectile to turn in when you fire at the moon, so it could have sought out a nice, flat surface.

to:

[[folder:The moon isn't flat for portals]]
* I'm curious how in all the questions about the Moon portal this one gets omitted. Seeing how the portals can only be placed on perfectly flat
[[folder:Tone differences between Portal and smooth surfaces, how can you Half-Life]]
* ''VideoGame/{{Portal}}'' takes
place one on in the Moon surface same universe as ''VideoGame/HalfLife''. So how is it that is most obviously neither?!
**
Cave said Johnson and Aperture Science can take RefugeInAudacity while everything related to Gordon Freeman, Black Mesa and City 17 are much more realistically treated?
** Because they are different games
that lunar dust are related only by very broad-strokes ContinuityOverlap. Valve is uniquely suited trying to conducting portals. So who says it has to be flat and smooth?
** The moon is enormous. Have you ever seen a space walk? On a human scale, the surface of the moon is pretty flat. It's not quite
keep them as flat as, say, the Earth, but still.
** Not to mention the portal hit at an Apollo landing site. And what is the first primary key feature that would have been looked for when evaluating
separate as possible landing sites?
plotwise and thematically.
** The portal projectile somehow has At least until ep3 friggin finally come out...
*** Or Half-Life 3. Either way though, I don't think we'll see Chell actually fight alongside Gordon Freeman or anything, since Valve is keeping them separate.
*** I don't think you quite remember how silly
the ability to autocorrect and find a flat surface when you fire just off of one. There is a lot of distance available for original Half-Life was. Black Mesa was an absurd place with NoOSHACompliance through the projectile to turn in when you fire at the moon, so it could have sought out a nice, flat surface.wazoo.



[[folder:Logic bombs]]
* After [=GLaDOS=]'s LogicBomb fails to fry Wheatley, she says "That almost killed me!" Now, the technical justification for a LogicBomb is that it sends the AI into an infinite loop (to be precise, infinite recursion) trying to work out the "correct" answer, pegging the CPU and ultimately overloading it, but if said AI is intelligent enough to understand that there ''is'' no correct answer to a paradox, then such a disastrous code path should be entirely avoidable.
** TheCoconutEffect
** Personality Constructs seem pretty close to being human, so it could be that even though [=GLaDOS=] knows there is no answer, she subconsciously tries to work it out anyway and gets trapped.
** I'm not a mathematician, but there are statements which can't be proven. There are also statements that can't be proven to be impossible to prove, etc. It may be that logically proving certain paradoxes are, in fact, paradoxes is impossible. An AI, no matter how complex, has to be built on logic. If it's impossible to determine a paradox is paradoxical, then the program tasked to determine which queries are worth considering will also enter an infinite loop - because it can't determine that it's indeterminate. "This statement is false" is not an example of such a paradox, since simply using the routine "If A=> not A and not A => A, quit" would resolve the issue, but they may exist.
*** This, I think, is a variation on the [[http://en.wikipedia.org/wiki/Entscheidungsproblem Entscheidungsproblem]], which basically says that there exists no algorithm that, given the description of a formal language (e.g. arithmetic or boolean logic) and a statement in that language, can determine the truth of the statement.
*** But on the other hand, computer programs nowadays do have safeguards against paradoxes in the form of specifications (like treating a logical contradiction as a boolean false), and things like any given variable only holding one value at any point of time (so that variable A can't be both true and false at the same step in the algorithm). A kind of fork bomb—i.e. a process that can duplicate itself or create new running processes infinitely—would probably be a better choice.
*** If I can math geek a bit: even more subtle, there are mathematical statements that ARE true, but which can't be proven true. [[http://en.wikipedia.org/wiki/G%C3%B6del%27s_incompleteness_theorems One particularly famous example]] involves a specific function f(x, y) and a specific number n where we can easily prove "f(1, n) does not equal 0", "f(2, n) does not equal 0", etc. for any particular integer but there's no way to prove that "for all x, f(x, n) does not equal 0" short of an infinitely long proof that goes through every single integer individually. So a computer trying to prove "for all x, f(x, n) does not equal 0" would never reach a contradiction (since the statement is true), but would also never finish the proof. Bonus amazing fact: the function f in question can be interpretted as "this function is zero if and only if the statement with number x is a valid proof of the statement with number y" and n just happens to be the number for the statement "for all x, f(x, n) does not equal 0". In otherwords, the statement is asserting it has no proof, or more generally... "THIS! SENTENCE! IS! FALSE!"
** I just added this to the WMG page, but: Can't you just imagine Cave Johnson saying "Whaddaya ''mean'' paradoxes don't harm our [=AIs=]!? I want you to make a special paradox-detector that'll fry every circuit in its brain, and I want you to put it in every single one of our [=AIs=], on the double, or you're fired!"
*** Actually, I can imagine that quite vividly, and for a moment I even wondered to myself if he ever actually said "I want you to make a special paradox-detector that'll fry every circuit in its brain".
** Adding to the above theory -- think about what ''kind'' of robots we're talking about here. These are '''Aperture''' robots. We're talking about robots built by people insane enough to believe you can do anything with anything if you bend the rules and avoid awkward questions. Every single mechanism in that place, sentient, sapient or otherwise, is devoted to science and discovering how it works. For robots whose entire existence is devoted to finding answers, a paradox is not something you can just say no to. These robots are literally COMPELLED to find the answers to impossible problems. Even if you somehow find it hard to believe that every robot in the place functions as such, it's more than believable that [=GLaDOS=] herself -- the most intelligent Aperture AI ever built and created with the explicit purpose of overseeing and masterminding every future discovery of the facility whilst ensuring that research continues with or without the lab or even ''society'' being functional -- finds the threat of an unsolvable paradox dangerously life-threatening.
* Alternatively, [=GLaDOS=] only '''thinks''' a paradox can kill her because, as far as she knew at the time, she was just an AI (and not an AI with a human brain component added) and assumed that logically it would. Having the deeply buried human element allowed her to not be pegged by the statement because (unlike an AI) a human can just choose not to work out a solution. Wheatley manages to avert the effect of the bomb because advanced elements of his programming that cause him to come up with bad ideas may be linked to his ability to interpret statements logically; that is to say, he makes bad ideas by only pars of information getting to his brain, rather than him processing all information and coming up with the opposite of the logical response. He simply misinterpreted the question to the point of thinking it had an answer. It's kind of like someone being asked what the sound of one hand clapping is and the questionee slapping their fingers against their palm to find out.

to:

[[folder:Logic bombs]]
* After [=GLaDOS=]'s LogicBomb fails to fry Wheatley, she says "That almost killed me!" Now,
[[folder:Preventing the technical justification for a LogicBomb facility's explosion]]
* The Lab
is that it sends impending explosion since the AI into an infinite loop (to be precise, infinite recursion) trying to work out beginning of the "correct" answer, pegging the CPU and ultimately overloading it, but if said AI is intelligent enough to understand that there ''is'' no correct answer to a paradox, then such a disastrous code path should be entirely avoidable.
** TheCoconutEffect
** Personality Constructs seem pretty close to being human, so it could be that even though
game. So when [=GLaDOS=] knows there is no answer, revived, why didn't she subconsciously tries to work do something about it out anyway and gets trapped.
while in control? Was her [[UnstoppableRage hatred]] towards Chell THAT [[YouWouldntLikeMeWhenImAngry distracting]]?
** I'm not a mathematician, but there are statements which can't be proven. There are also statements that can't be proven to be impossible to prove, etc. [=GLaDOS=] did fix the reactor after being woken up. It may be that logically proving certain paradoxes are, happens offscreen -- in fact, paradoxes is impossible. An AI, no matter how complex, has to be built on logic. If it's impossible to determine a paradox is paradoxical, then the program tasked to determine which queries are worth considering will also enter an infinite loop - because it can't determine that it's indeterminate. "This statement supposedly impending explosion is false" is not an example of such a paradox, since never mentioned at all after the opening sequence so one wonders if Valve simply using decided to ignore it.
** And her hatred for Chell is also clearly not distracting her from managing
the routine "If A=> not A facility in the first half of the game anyways - [=GLaDOS=] leaves Chell alone in the testing chambers several times early on to go fix things.
** Presumably [=GLaDOS=] was in the middle of ensuring the reactor core didn't explode at the same time as testing Chell,
and not A => A, quit" would resolve the issue, had managed to prevent immediate catastrophe, but they may exist.
*** This, I think, is a variation
hadn't managed to sufficiently complete them before Wheatley overthrew her -- at which point, work on the [[http://en.wikipedia.org/wiki/Entscheidungsproblem Entscheidungsproblem]], which basically says repairs stopped as he devoted everything to testing, and he let what repairs ''had'' been done decay until they fell apart.
** I thought it was one of those things
that there exists no algorithm that, given the description of a formal language required regular maintenance to keep it in working condition (e.g. arithmetic or boolean logic) and press a statement in that language, can determine the truth of the statement.
*** But on the other hand, computer programs nowadays do have safeguards against paradoxes in the form of specifications (like treating a logical contradiction as a boolean false), and things like any given variable only holding one value at any point of time (so that variable A can't be both true and false at the same step in the algorithm). A kind of fork bomb—i.e. a process that can duplicate itself or create new running processes infinitely—would probably be a better choice.
*** If I can math geek a bit: even more subtle, there are mathematical statements that ARE true, but which can't be proven true. [[http://en.wikipedia.org/wiki/G%C3%B6del%27s_incompleteness_theorems One particularly famous example]] involves a specific function f(x, y) and a specific number n where we can easily prove "f(1, n) does not equal 0", "f(2, n) does not equal 0", etc. for any particular integer but there's no way to prove that "for all x, f(x, n) does not equal 0" short of an infinitely long proof that goes through
key every single integer individually. So a computer trying to prove "for all x, f(x, n) does not equal 0" would never reach a contradiction (since the statement is true), but would also never finish the proof. Bonus amazing fact: the function f in question can be interpretted as "this function is zero if hour) and only if the statement with number x is a valid proof of the statement with number y" and n Wheatley just happens to be the number for the statement "for all x, f(x, n) does not equal 0". In otherwords, the statement is asserting it has no proof, or more generally... "THIS! SENTENCE! IS! FALSE!"
** I just added this to the WMG page, but: Can't you just imagine Cave Johnson saying "Whaddaya ''mean'' paradoxes don't harm our [=AIs=]!? I want you to make a special paradox-detector that'll fry every circuit in its brain, and I want you to put it in every single one of our [=AIs=], on the double, or you're fired!"
didn't bother doing it.
*** Actually, I can imagine that quite vividly, and for a moment I even wondered to myself if he ever actually said "I want you to make a special paradox-detector that'll fry every circuit in its brain".
** Adding to the above theory -- think about
That's exactly what ''kind'' of robots we're talking about here. These are '''Aperture''' robots. We're talking about robots built by people insane enough to believe you can do anything with anything if you bend the rules and avoid awkward questions. Every single mechanism in that place, sentient, sapient or otherwise, it is devoted to science and discovering how it works. For robots whose entire existence is devoted to finding answers, a paradox is not something you can just say no to. These robots are literally COMPELLED to find the answers to impossible problems. Even if you somehow find it hard to believe that every robot in the place functions as such, it's more (other than believable that the press a key part). [=GLaDOS=] herself -- the most intelligent Aperture AI ever built and created with the explicit purpose of overseeing and masterminding every future discovery of the facility whilst ensuring that research continues with or without the lab or even ''society'' being functional -- finds the threat of an unsolvable paradox dangerously life-threatening.
* Alternatively, [=GLaDOS=] only '''thinks''' a paradox can kill her because, as far as she knew
mentions at the time, she was just an AI (and not an AI with a human brain component added) and assumed that logically it would. Having the deeply buried human element allowed her to not be pegged by the statement because (unlike an AI) a human can just choose not to work out a solution. Wheatley manages to avert the effect of the bomb because advanced elements of his programming that cause him to come up with bad ideas may be linked to his ability to interpret statements logically; that is to say, he makes bad ideas by only pars of information getting to his brain, rather than him processing all information and coming up with the opposite of the logical response. He simply misinterpreted the question to the one point of thinking it had an answer. It's kind of like someone being asked what that he has clearly stopped maintaining the sound of one hand clapping is and the questionee slapping their fingers against their palm to find out.reactor.



[[folder:Orbiting Wheatley]]
* The final scene where [[spoiler:the space core is orbiting Wheatley]], along with a little bit of physics, can be used to estimate Wheatley's mass. Unfortunately it also implies that Wheatley weighs something like 100 million tons. What's up with that?
** It's a StealthPun. Wheatley has a lot of mass because he's so [[spoiler:''dense''.]]
** If Wheatley really weighed 100 Mt (or Tg), if any other Aperture technology wasn't as massive, he would ''obliterate'' Management Rails, [[spoiler:[=GLaDOS=]'s body right at the moment it hangs onto it]], and if he was given enough velocity he would smash right through the entire three mile deep facility. As ThinkingWithPortals forum said, "Do Wheatley and the Space Sphere have enough mass to orbit each other? No. Why are they doing it in the ending video then? [[RuleOfFunny Because it was funny.]]
*** What if the cores have some net charge between them? That would be enough to keep them in orbit at a much shorter distance.
*** I don't remember that scene, but is it possible that they're not actually orbiting, but the camera is just circling around them, making it look that way?
*** Unfortunately, no; looking at the stars in the background during the scene, it is clear that the camera is merely moving slowly to the left, and it is the two cores who are doing almost all of the movement.
*** The Space Core could also have some system for direction control in space (since he was designed for operating there) and is just staying near Wheatley out of habit/companionship.
** My theory: The [[AllThereInTheManual Developer's Commentary]] mentions how the pneumatic tubes are an absolutely horrible idea for transporting things around the facility, because they get banged up in the process. It also mentions that the employees don't care, because [[WeHaveReserves they can just make more turrets and cubes]]. But the cores are unique, and difficult or impossible to replace if damaged. So, how do you transport cores around the facility? Carry them yourself? Hang them on the management rail and tell them where to go? Wrap them in bubble wrap before shoving them in the tube? All of these would make at least ''some'' sense, so naturally, [[IncompetenceInc Aperture]] would do something completely different: give the cores maneuvering thrusters and a self-preservation instinct, and trust them to keep ''themselves'' off of the walls. This would also explain how Wheatley was able to turn and spin while being held by the portal gun without anything (visible) to push off of.

to:

[[folder:Orbiting Wheatley]]
[[folder:Wheatley hates moron more than idiot]]
* The final scene where [[spoiler:the space core is orbiting Wheatley]], along with a little bit of physics, can be used to estimate Wheatley's mass. Unfortunately it also implies Another thing that confused me. Wheatley weighs something like 100 million tons. What's up with that?
didn't seem to care for being called an idiot, but being called a moron sends him flying into a rage! Is it just he's in a bigger body now or something? Is moron somehow worse than idiot? It's real confusing that a smaller word would be more insulting...
** It's a StealthPun. his BerserkButton. It doesn't have to be logical. His is the small mind that resents being reminded of the fact. It doesn't help that [=GLaDOS=], once learning of that button, doesn't hesitate to press it at every opportunity.
*** Perhaps he doesn't understand what an idiot is?
*** Maybe, maybe not. He is actually referred to directly as an idiot ("Do NOT plug that little idiot into MY mainframe!") and replies rather succinctly ("No, you should plug that little idiot into the mainframe!"). You can insult
Wheatley has as much as you like, but the word "moron" does seem to be a lot of mass because trigger.
** It's worth noting that the words [[http://dictionary.reference.com/browse/idiot idiot]], [[http://dictionary.reference.com/browse/imbecile imbecile]], and [[http://dictionary.reference.com/browse/moron moron]] used to have formal definitions, and under those, being a moron was actually better than being an idiot. So maybe
he's so [[spoiler:''dense''.dumb that he's getting that backwards?
** On a similar note, right before [=GLaDOS=] tries to hit him with a LogicBomb, she says "Hey, moron!" and he just goes "Oh, hello." Why didn't he fly into a rage like he did the prior and subsequent times he was called a moron?
** Because he wasn't expecting anyone to show up to talk to him, so he blew it off.
** [=GLaDOS=] directly calls him the 'Moron Sphere,' maybe he doesn't mind other nasty names for the same reason a non-white person wouldn't mind being called 'honky' as much as other epitaphs.
*** Maybe he thinks 'idiot' is a designation, like how the Adventure Sphere's real name is Rick.
** It should be noted that he is still affected by being called a moron in the last part of the game. The first instance, he does appear to shrug it off, but eventually he starts getting annoyed with it to the point he [[FeigningIntelligence fakes reading Machiavellian works and plays classical music to appear intelligent.
]]
** If Wheatley really weighed 100 Mt (or Tg), if any other Aperture technology wasn't as massive, he would ''obliterate'' Management Rails, [[spoiler:[=GLaDOS=]'s body right at the moment it hangs onto it]], and if he was given enough velocity he would smash right through the entire three mile deep facility. As ThinkingWithPortals forum said, "Do Wheatley and the Space Sphere have enough mass to orbit each other? No. Why are they doing it in the ending video then? [[RuleOfFunny Because it was funny.-->'''[=GLaDOS=]:''' [[AC: I think I took that "moron" thing a little too far this time.]]
*** What if the cores have some net charge between them? That would be enough ** Maybe it's a glitch?
* I think that, opposed
to keep them in orbit at a much shorter distance.
*** I don't remember
other theories proposed here, that scene, but is it possible that they're not Wheatley does know he's a 'moron sphere.' That's actually orbiting, but the camera is just circling around them, making it look that way?
*** Unfortunately, no; looking at the stars in the background during the scene, it is clear that the camera is merely moving slowly to the left, and it is the two cores who are doing almost all of the movement.
*** The Space Core could also have some system for direction control in space (since
what he was designed for operating there) and is just staying near Wheatley out of habit/companionship.
** My theory: The [[AllThereInTheManual Developer's Commentary]] mentions how the pneumatic tubes are an absolutely horrible idea for transporting things around the facility,
called, a moron sphere. So it's not insults in general, it's that particular word that really gets his goat, because they get banged up in the process. It also mentions it's telling him of his purpose. Idiots and dolts are just words, words that can be temporary labels, but being called a moron is reminding him that he was specifically built to be a moron. The time he doesn't rise to the employees don't care, occasion is because [[WeHaveReserves they can it's when Chell and [=GLaDOS=] have just make more turrets finished climbing out of old aperture, and cubes]]. But the cores are unique, and difficult or impossible to replace if damaged. So, how do you transport cores around the facility? Carry them yourself? Hang them on the management rail and tell them where to go? Wrap them in bubble wrap before shoving them in the tube? All of these would make at least ''some'' sense, so naturally, [[IncompetenceInc Aperture]] would do something completely different: give the cores maneuvering thrusters and a self-preservation instinct, and trust them to keep ''themselves'' off of the walls. This would also explain how Wheatley he was able to turn and spin while being held surprised by the portal gun without anything (visible) to push off of.their reappearance.



[[folder:Chell's brain]]
* ''Is'' Chell brain-damaged? There's the gag at the beginning where you "Press A to Speak" and she jumps, but aside from that she never speaks once in the game. The WordOfGod reason for her being mute in the first game is supposedly as to not give [=GLaDOS=] the satisfaction, but there are long stretches of this game where [=GLaDOS=] cannot hear her or where speaking to Wheatley would make sense. I understand its a Valve tradition, but considering how well-written and acted their other characters are, the mute PC stands out more and more IMO.
** She might be mute because she never learned to speak.
*** She obviously learned to write if she made that science project. She has to know. She just doesn't.
*** Yes, she is brain damaged. I really don't understand how you can be confused by this, Wheatley said it was normal for people in suspended animation for more than a few months to suffer brain damage (and Chell was under for ''years''), and the whole "jumping instead of speaking" gag made it pretty clear that Chell wasn't an exception. Plus both Wheatley and [=GLaDOS=] believe it to be true and continue making comments about it throughout the game. I thought it was a really clever way to justify having a silent protagonist (sure beat's Freeman's unexplained muteness). Look up Dysarthria if you want to know more.
*** Jossed by Erik Wolpaw. He said that the ''intent'' at least was that Chell just isn't bothering to talk to the robots.
*** Pretty sure that explanation only applied to the first game, when the only other person to talk to was a homicidal robot intent on tormenting and killing her. It's understandable that Chell might refuse to talk to [=GLaDOS=] in that situation just out of stubborn resentment. It doesn't explain why she wouldn't talk to Wheatley though.
*** After dealing with [=GLaDOS=], she's probably not terribly trusting of artificial intelligences, no matter how friendly they may seem. She also may just have gotten used to not talking. As to why she didn't give Wheatley the paradox when it became clear that [=GLaDOS=] couldn't, it's noted in the Ratman comic that she's abnormally stubborn. She probably noticed how Wheatley basically had a total personality shift, and still believed he was salvageable.
*** Emancipation Grills. They have been know to emancipate dental fillings, tooth enamel, teeth, and now ear tubes. Meaning she might as well be deaf and mute.
*** She's definitely not deaf, because the player can still hear what she hears. Maybe the grills did make her mute though.
*** Even beyond brain-damage (which is, let's face it, a probability), her silence towards [=GLaDOS=] can probably be explained by an understandable reluctance to engage in pleasantries with the intelligence that forced her to literally jump through hoops for her own sadistic amusement. As for Wheatley, even when he's 'good' this can be easily be explained by the fact that when he's around her, Wheatley barely shuts up long enough to allow her to get a word in edgewise anyway.
** There's no way Chell is brain-damaged, or at least not as much as she would have to be after however long she was in suspension. She never could have done the things she does in the game otherwise. As for the jumping instead of speaking, that's obviously just RuleOfFunny.
** Not speaking to [=GLaDOS=] can be explained by the reason above - not wanting to talk to the sadist who spent however long testing, insulting, and trying to kill her. Wheatley looks pretty much identical to the cores Chell incinerated except for the eye color - she probably started out not trusting him, and later he turned evil and she didn't talk because of that. She may also just be a naturally quiet person. (I imagine the jumping was a way to acknowledge Wheatley but mess with him at the same time. Chell might be an abnormally stubborn person, but that doesn't mean she can't have a sense of humor.)
** She doesn't talk to [=GLaDOS=] in the first game out of spite, and in the second game she can't talk to Wheatley because she's mute from shell shock. Keep in mind this woman survived an explosion, and from her point of view, very little time has elapsed since. If her mutism were the result of brain damage, she wouldn't be able to understand anything said to her either, which would make her conspiracy with Wheatley impossible.

to:

[[folder:Chell's brain]]
* ''Is'' Chell brain-damaged? There's
[[folder:Building the gag at facility]]
* Has it occurred to anybody else that Aperture labs is built upside-down? Seriously,
the beginning where you "Press A to Speak" and she jumps, but aside earliest parts of the complex are the furthest from that she never speaks once in the game. The WordOfGod reason for her being mute in the first game is supposedly as to not give [=GLaDOS=] the satisfaction, but there are long stretches of this game where [=GLaDOS=] cannot hear her or where speaking to Wheatley would make sense. I understand its a Valve tradition, but considering how well-written and acted their other characters are, the mute PC stands out more and more IMO.
** She might be mute because she never learned to speak.
*** She obviously learned to write if she made that science project. She has to know. She just doesn't.
*** Yes, she is brain damaged. I really don't understand how you can be confused by this, Wheatley said it was normal for people in suspended animation for more than a few months to suffer brain damage (and Chell was under for ''years''), and the whole "jumping instead of speaking" gag made it pretty clear that Chell wasn't an exception. Plus both Wheatley and [=GLaDOS=] believe it to be true and continue making comments about it throughout the game. I thought it was a really clever way to justify having a silent protagonist (sure beat's Freeman's unexplained muteness). Look up Dysarthria if you want to know more.
*** Jossed by Erik Wolpaw. He said that the ''intent'' at least was that Chell just isn't bothering to talk to the robots.
*** Pretty sure that explanation only applied to the first game, when the only other person to talk to was a homicidal robot intent on tormenting and killing her. It's understandable that Chell might refuse to talk to [=GLaDOS=] in that situation just out of stubborn resentment.
surface. It doesn't explain why she wouldn't talk seem like an ''Aperture is incompetent'' trope to Wheatley though.
me because if that was true then they worked out exactly how much space they would need for the next 40 years.
** Building up from the bottom is hardly unusual. What would be unusual is if they started at the top and built ''down''.
*** After dealing That's how they would do if they built the base from scratch, but since they bought some abandoned mining complex instead, they already had the tunnels ready, and could start from the bottom.
*** If you're making a building, obviously you build from bottom to top, but when you're making a tunnel or a mine, it's far more logical to start from the top and build down. Two main reasons: Firstly, all the earth you dig up has to be transported out, and equipment transported in. You can theoretically manage
with [=GLaDOS=], she's probably not terribly trusting a single deep shaft, but it's just easier to keep the supply lines as short as possible. It's easy to do this if you have available space nearby i.e. directly above you, where you can keep all your equipment, personnel and supplies, and just keep gradually moving it down as you dig. Secondly, "digging up" is inherently dangerous. Ceilings have a habit of artificial intelligences, no falling apart when you poke them with shovels or drills. No matter how friendly they may seem. She also may just have gotten used hard you dig at a floor, it isn't going to not talking. As fall on top of you. But, to why she didn't give Wheatley the paradox when it became clear that [=GLaDOS=] couldn't, answer OP's question: Hey it's noted Aperture Science! It's their MO to do everything in the Ratman comic that she's abnormally stubborn. She probably noticed how Wheatley basically had a total personality shift, and still believed he most dangerous, money-wasting manner possible.
** The facility wasn't ''built'' from bottom to top, it
was salvageable.
*** Emancipation Grills. They have been know
''abandoned'' from bottom to emancipate dental fillings, tooth enamel, teeth, and now ear tubes. Meaning she might as well be deaf and mute.
*** She's definitely not deaf, because
top. When Aperture started running out of money, they closed the player can still hear what she hears. Maybe bottom test sphere, but kept updating the grills did make her mute though.
*** Even beyond brain-damage (which is, let's face it, a probability), her silence towards [=GLaDOS=] can probably be explained by an understandable reluctance to engage in pleasantries
rest. Then, as they sank further into insolvency, they repeated with the intelligence that forced her to literally jump through hoops for her own sadistic amusement. As for Wheatley, even when he's 'good' this can be easily be explained by the fact that when he's around her, Wheatley barely shuts up long enough to allow her to get a word in edgewise anyway.
** There's no way Chell is brain-damaged, or at least not as much as she would have to be after however long she was in suspension. She never could have done the things she does in the game otherwise. As for the jumping instead of speaking,
next-lowest sphere, and so on.
*** Nope,
that's obviously just RuleOfFunny.
** Not speaking to [=GLaDOS=] can be explained by
the reason order it was built in too. Like someone above - not wanting to talk to me said, they bought the sadist who spent however long testing, insulting, and trying to kill her. Wheatley looks pretty much identical to the cores Chell incinerated except for the eye color - she probably mines, so they just started out not trusting him, and later he turned evil and she didn't talk because of that. She may also just be a naturally quiet person. (I imagine the jumping was a way to acknowledge Wheatley but mess with him down there. I suppose they made enough money at the same time. Chell might be an abnormally stubborn person, but that doesn't mean she can't have a sense of humor.)
** She doesn't talk to [=GLaDOS=] in the
first game out of spite, and in the second game she can't talk to Wheatley because she's mute from shell shock. Keep in mind this woman survived an explosion, and from her point of view, very little time has elapsed since. If her mutism were the result of brain damage, she wouldn't be able add on to understand anything said to her either, which would make her conspiracy with Wheatley impossible.it up above.



[[folder:How does uploading a mind work?]]
* Cave said something about "putting a brain into a computer," but how exactly did that work? Is [=GLaDOS=] the surviving remains of Caroline's mind and consciousness, or was her personality simply based on an exact copy of Caroline's? Cave may have wanted the project to survive, but I don't think he'd made Caroline suffer such a terrible fate, if the former case is true.
** Cave outright says to force Caroline to undergo the procedure.
** There's unused audio recordings of Caroline screaming and begging Cave Johnson not to put her into an AI.

to:

[[folder:How does uploading a mind work?]]
* Cave said something
[[folder:Wheatley knows about "putting a brain into a computer," but how exactly did Bring Your Daughter To Work Day]]
* Upon entering the room where Bring Your Daughter To Work Day was held, Wheatley remarks
that work? Is it "did not end well". Did he witness whatever happened himself, or was he told the story or what? I'm wondering how he apparently knows about the event.
** He, along with all the other AI constructs, was around when
[=GLaDOS=] went berserk and it's hardly odd that he knows the surviving remains of Caroline's mind and consciousness, or was her personality simply based on an exact copy of Caroline's? Cave may have wanted story. Remember, Aperture had been creating AI's for decades -- since at least the project to survive, but I don't think he'd made Caroline suffer such a terrible fate, if the former case is true.
** Cave outright says to force Caroline to undergo the procedure.
** There's unused audio recordings of Caroline screaming and begging Cave Johnson not to put her into an AI.
eighties.



[[folder:Every turret becomes defective]]
* Why does sabotaging the turret production line replace every functioning turret with a bad one? The factory runs nonstop, so [=GLaDOS=] should still have an enormous stockpile of functioning turrets to draw from even if she can't make any new ones.
** One of the dev commentaries mentions that the turret production line actually ends with all the newly packaged turrets being unboxed and then scrapped for parts to be reused at the beginning of the line. So it would seem the only way for [=GLaDOS=] to get turrets for tests and traps is by removing them from the line before the end, and since she has been dead she hasn't had a chance to stockpile any.
** The bad turrets in the line are also destroyed, and when Chell sabotages the line the good turrets are considered defective.

to:

[[folder:Every turret becomes defective]]
* Why does sabotaging
[[folder:No gels in the turret production line replace every functioning turret new chambers]]
* Is there any in-game reason that the gels were not used in the newer testing chambers?
** Well, none is mentioned, but I could imagine it was one of the following: a) the gels were too poisonous, even for Aperture Science, b) they'd already sufficiently tested the gels by the time the newer test chambers were build, c) newer inventions made the gels redundant, d) they got bored of them.
** The second time you open a gigantic vault door (the horizontal one that drops a lift for you) you see three large pipes from inside the room connect
with a bad one? pipes to the outside. The factory runs nonstop, so upper, newer sections were literally cut off from the gels until Chell opened the way. The gels were buried and forgotten by [=GLaDOS=]'s time.
*** Though,
[=GLaDOS=] should still have an enormous stockpile of functioning turrets to draw from even if she can't make any new ones.
** One of the dev commentaries mentions
did say that Wheatley's tests were ''her'' tests now, just jammed together out of different skeletons that she had kept. You used the turret production gels quite a bit in those areas. Maybe she had initially worked her away around those pipes and did nothing with them in those chambers?
** There's a dummied out
line actually ends with all somewhere in the newly packaged turrets being unboxed and then scrapped for parts to be reused at the beginning of the line. So it would seem the only way for script files where [=GLaDOS=] to get turrets for tests and traps is by removing them from knows about the line before conversion gel, at least ("Wait. I HEARD about this. We discontinued it after all the end, and since she has been dead she hasn't had a chance to stockpile any.
** The bad turrets in the line are also destroyed, and when Chell sabotages the line the good turrets are considered defective.
test subjects kept escaping.").



[[folder:Portal gun invention date]]
* When was the portal gun invented? Several times in the game and tie in comic, Aperture scientists express jealousy and respect towards NASA for beating them to the moon. But the old sealed off testing courses are clearly designed to be solved with portal technology, despite signs dating them to the 1950s! As seen at the end of the game, portal technology makes visiting the moon a cakewalk, so shouldn't Aperture have won the space race?
** The scientists likely had no idea that the moon was portal conductive until after they created the conversion gel which was in the 70's.
** The portal maker was invented in the 50s. The very first old-school test sphere has a sign that says 'This can't be solved without a portal device', showing one the size of a big backpack in a stylized drawing. But as mentioned several times on this page, they didn't see it as an end itself, they saw it as a testing device for the 'useful' things like the buttons and gels. There was no way to get moon rocks until after NASA landed on the moon... and no way to find out they were good for portals until then.
*** But why didn't they just shoot a portal at the moon even just for kicks or to see what would happen?
*** They owned a technology that could revolutionize the world, and for 50 years they used it to test useless dietary aids by having people jump onto them from great heights. They were handing these trillion dollar devices out to bums for god's sake! The sheer stupidity of it boggles the mind. Also, considering how crazy everyone at Aperture Science is, I'm kinda surprised no one ever tried just randomly firing the gun at the moon.
*** Or maybe they did try, but it went horribly wrong and that was behind the "missing astronauts" thing.

to:

[[folder:Portal gun invention date]]
* When was the portal gun invented? Several times in the game and tie in comic, Aperture scientists express jealousy and respect towards NASA for beating them to the moon. But the old sealed off testing courses are clearly designed to be solved with portal technology, despite signs dating them to the 1950s! As seen at the end
[[folder:Thinking of the game, portal technology makes visiting paradox]]
* In order to use a paradox on Wheatley, [=GLaDOS=] needed to think about
the moon a cakewalk, so shouldn't Aperture have won paradox to use on the space race?
** The scientists likely had no idea that the moon was portal conductive until after they created the conversion gel which was in the 70's.
** The portal maker was invented in the 50s. The very first old-school test sphere has a sign that says 'This can't be solved without a portal device', showing one the size of a big backpack in a stylized drawing. But as mentioned several times on this page, they
way up, yet she didn't see it as an end itself, they saw it as a testing device for short out. Maybe Caroline helped, since she was reunited with [=GLaDOS=] in Chapter 7? [=GLaDOS=] does say each word of the 'useful' things paradox one at a time with a pause, even the first one, like the buttons and gels. There was no way to get moon rocks until she's repeating each word after NASA landed on someone's saying it...
** I always saw [=GLaDOS=] giving
the moon... and no paradox word by word as a way to find out they were good for portals until then.
of bracing herself. Immediately after saying "FALSE" she starts muttering "don't think about it".
*** But why didn't they just shoot a portal at the moon even just for kicks or to see what would happen?
*** They owned a technology that
That could revolutionize be a possibility - still doesn't explain much about not freaking out from the world, and for 50 years they used time she got the idea to the time she said the paradox aloud, since technically, she'd need to think about the paradox in order to plan out what to say if she was doing it on her own.
*** I don't think what [=GLaDOS=] thinks is true necessarily has
to test useless dietary aids by be true.
** My guess is that [=GLaDOS=] stored the paradox as individual words. Being kept as separate strings of data that weren't related to each other allowed her to carry it without
having people jump onto them from great heights. They were handing these trillion dollar devices out to bums for god's sake! The sheer stupidity of it boggles 'think' about the mind. Also, considering how crazy everyone at Aperture Science is, I'm kinda surprised no random assortment of words. Her stating every word individually is her recalling this data carefully, one ever tried just randomly firing word at a time, again trying to not think about what the gun at the moon.
*** Or maybe they did try, but it went horribly wrong and that was behind the "missing astronauts" thing.
words mean together.



[[folder:The Borealis's drydock]]
* The Borealis's drydock is found several kilometers ''underground''. HOW DOES THAT MAKE ANY SENSE?!
** The Borealis has some sort of advanced technology that is useful against the Combine, my guess is teleportation or larger portals or something, but in any event it didn't sail out of there.
*** Maybe it didn't, but that doesn't answer the question of how it sailed ''in'' there to begin with.
*** They probably built it there.

to:

[[folder:The Borealis's drydock]]
bird]]
* The Borealis's drydock is found several kilometers ''underground''. HOW DOES THAT MAKE ANY SENSE?!
So where the hell did this bird even come from? First off, Wheatley talks about finding one shortly after you meet him again during [=GLaDOS=]'s test chambers, then he uses her eggs to jam a door mechanism, then that same bird somehow ends up at the bottom of Old Aperture and flies off with [=PotatOS=], and ''then'' she appears one last time at the end of the Peer Reviews DLC before leaving the facility for good. How did she even get in here?
** The Borealis has some Who says it's the same bird? They're obviously breeding in the facility.
** Well, the bird obviously got in originally through the huge cavernous holes in the walls and ceilings exposing the insides of the facility to the outside world when it was a crumbling ruin. As for how it keeps appearing all over the place, there ''are'' interdimensional portals being opened up all over the place. Perhaps the bird's just
sort of advanced technology that is useful against following you around and accidentally crossing through them without being noticed. Of course, ultimately the Combine, my guess is teleportation or larger portals or something, but in any event it didn't sail out of there.
*** Maybe it didn't, but that doesn't
answer the question of how it sailed ''in'' there to begin with.
*** They probably built it there.
is RuleOfFunny anyway.



[[folder:Portals on white surfaces]]
* This is something that isn't explained in either game, why do the portals only work on white surfaces? In the second game before you can shoot a portal in certain places you have to make sure there is white paint covering the surface.
** Some materials conduct portal surfaces better than others. The Conversion Gel basically turns everything it covers into a valid portal surface.
*** The conversion gel is made from moon rocks, which it turns out are a fantastic conductor for portal surfaces. This is mentioned several times throughout the old Cave Johnson testing area as foreshadowing for how the final boss fight ends. It's sort of implied that after it's invention in the 70s they started using the white conversion gel to paint the walls, so it's not that portals only work on ''white'' surfaces, but that they work best on paint that contains ground-up moon rocks, which happens to be white.
*** All the portal walls are white. Non-portal walls are black. It's a reasonable assumption.
*** Since you are in TEST chambers, it seems reasonable to think those were designed to be ColorCodedForYourConvenience (in other words it's a {{justified trope}})

to:

[[folder:Portals on white surfaces]]
[[folder:Wheatley's 'eye']]
* This is something that isn't explained in either game, why do All the portals only work on white surfaces? In other personality cores seen in the second game before you can shoot a portal in certain places you games have to make sure there black pupils. So, why doesn't Wheatley have one? His is white paint covering the surface.
more white-ish.
** Some materials conduct portal surfaces better than others. The Conversion Gel basically turns everything it covers into a valid portal surface.
*** The conversion gel is made from moon rocks, which it turns out are a fantastic conductor for portal surfaces. This is mentioned several times throughout the old Cave Johnson testing area as foreshadowing for how the final boss fight ends.
other cores may all have black pupils, but they also have different designs. It's sort of implied possibly Wheatley is just the first one we've encountered so far that after it's invention in the 70s they started using the white conversion gel to paint the walls, so it's not that portals only work on ''white'' surfaces, but that they work best on paint that contains ground-up moon rocks, which happens to be white.
*** All the portal walls are white. Non-portal walls are black. It's a reasonable assumption.
*** Since you are in TEST chambers, it seems reasonable to think those were designed to be ColorCodedForYourConvenience (in other words it's a {{justified trope}})
doesn't.



[[folder:Wheatley's bars]]
* Relatively minor, but at the end of the game, how does Wheatley get his bars back? All personality cores have those two bar things above and below their "eyes," and Wheatley's are taken off as part of the procedure to be added onto [=GLaDOS' body=]; the developer commentary even notes that he can move around more in this state. How, then, does he get them back by the end sequence where he wishes he could apologize to Chell? We see the entire process by which he gets into space.
** He has them even before he ends up in space, Chell is hanging onto him by them. They were probably retracted behind his head where you can't see them, but when his cable became detached they came out again.

to:

[[folder:Wheatley's bars]]
* Relatively minor, but at
[[folder:Rick the end of the game, how does Adventure Sphere]]
* What happened to Rick? Was he pulled into SPACE with Space Core and Wheatley?
** If you watch closely, he's detached just before
Wheatley get his bars back? All personality cores have those two bar things above and below their "eyes," and Wheatley's are taken off as part of is. Not sure why he didn't appear in the procedure to be added onto [=GLaDOS' body=]; ending sequence, though. However if you look in the developer commentary even notes games' sound files ([=GCFScape=] will do the trick to open the gamefiles. Look for a pak01_dir.vpk) theres dialogue that sounds like he can move around more in this state. How, then, does he get them back by was meant to be.
** But that makes me wonder what happened to
the end sequence where he wishes he could apologize to Chell? We see the entire process by which he gets Fact Sphere. Was it, too, pulled into space.
** He has them even before he ends up in space, Chell is hanging onto him by them. They were probably retracted behind his head where you can't see them, but when his cable became detached they came out again.
space?



[[folder:Revamped rooms]]
* Apparently, the facility can only be altered when some entity (e.g. [=GLaDOS=] or Wheatley) is controlling it. After the events of the first game, it's more than implied that nobody was tending to the facility (even as Wheatley puts it, you killed [=GLaDOS=], then nothing happened, then you attempted to escape with Wheatley), so naturally the whole place fell into disrepair. My question is this; how did the original testing track change so much if there was nobody around to change it? Two of the chambers have been completely revamped, two entirely new chambers seem to have found their way in, one seems to have been fused with another, and yet another one doesn't even come back into play until ''after'' you've revived [=GLaDOS=]. Then you have all the elevators getting completely replaced. Assuming that the "announcer" at the beginning of the game has no direct control over the facility, how and ''when'' exactly did all those changes get made?
** Those could be different chambers that already existed by the events of Portal 1. You enter an elevator at the end of each chamber -- it could simply have taken you to different ones.
** Or, if you do not want to accept that it just has always been that way, perhaps it was a leftover from the storyline where there were more cores then just Wheatley, and they were running the facility, like the big Game Informer article said.
*** The different elevators are ArtEvolution. The developer's commentary explains that there is no in-game reason for the elevators to be different, they just wanted to redesign them. Same story for the new Material Emancipation Grids.
** I assumed that the facility did continue to receive some upgrades after the events of the original Portal. While [=GLaDOS=] was dead, other, unseen robots did continue to manage the test chambers as best they could, i.e. installing more movable panels, new elevators, etc. Eventually they stopped, possibly due to attrition as they broke down or from being unable to handle any problems that fell outside their programming. It would be like the entire management of a company vanishing one day. The office drones would probably continue doing their work for a while, even managing to complete previously-assigned long-term projects, but without any direction the company would eventually fall apart.
** During the hotel room ride, Wheatley mentions "one of the old testing tracks." There might be several.

to:

[[folder:Revamped rooms]]
[[folder: [=GLaDOS=]' head]]
* Apparently, In one of the facility can only be altered when some entity (e.g. last scenes of single-player, you [[spoiler:see [=GLaDOS=] or Wheatley) is controlling it. After dragging her head back with the events of claw while it 'wakes up.' But where was it the first game, it's more than implied entire time? How did she stuff herself back into it? Where did the potato go? Also, how was she able to control the claw that nobody she sends the corrupt cores to you with? Perhaps being plugged into the core input thing was tending to part of it, but I don't think I entirely get it.]]
** Since [[spoiler:both wanted control and no one pressed
the facility (even stalemate resolution button, Wheatley's evacuation from [=GLaDOS=]' body meant that there was nothing preventing her from being in control, possibly even just by being plugged into the core input.]]
** [=GLaDOS=]'s head was probably stored just beneath the chamber. Wheatley removed her CPU from it, and probably just tossed the head aside and promptly forgot about it. It was easy for [=GLaDOS=] to find as soon as she was plugged back in.
** [=GLaDOS=] mentions that Chell needs to stun Wheatley for her to be able to send a core to her. Being plugged into the receptacle gives her some limited access, but unlike Wheatley, [=GLaDOS=] is _good_ at hacking. She can gain access to many systems as long
as Wheatley puts it, you killed [=GLaDOS=], then nothing happened, then you attempted to escape with Wheatley), so naturally the whole place fell into disrepair. My question is this; how did the original testing track change so much if there was nobody around to change it? Two of the chambers have been completely revamped, two entirely new chambers seem to have found their way in, one seems to have been fused with another, and yet another one doesn't even come back into play until ''after'' you've revived [=GLaDOS=]. Then you have all the elevators getting completely replaced. Assuming that the "announcer" at the beginning of the game has no direct control over the facility, how and ''when'' exactly did all those changes get made?
** Those could be different chambers that already existed by the events of Portal 1. You enter an elevator at the end of each chamber -- it could simply have taken you to different ones.
** Or, if you
isn't actively opposing her. If he's stunned or heavily distracted, she can do not want to accept that it just has always been that way, perhaps it was a leftover from the storyline where there were more cores then just Wheatley, and they were running the facility, like the big Game Informer article said.
*** The different elevators are ArtEvolution. The developer's commentary explains that there is no in-game reason for the elevators to be different, they just wanted to redesign them. Same story for the new Material Emancipation Grids.
** I assumed that the facility did continue to receive some upgrades after the events of the original Portal. While [=GLaDOS=] was dead, other, unseen robots did continue to manage the test chambers as best they could, i.e. installing more movable panels, new elevators, etc. Eventually they stopped, possibly due to attrition as they broke down or from being unable to handle any problems that fell outside their programming. It would be like the entire management of a company vanishing one day. The office drones would probably continue doing their work for a while, even managing to complete previously-assigned long-term projects, but without any direction the company would eventually fall apart.
** During the hotel room ride, Wheatley mentions "one of the old testing tracks." There might be several.
lot.



[[folder:[=GLaDOS=]'s claws after reactivation]]
* Where did [=GLaDOS=] get these two claws with which she lifts Chell and Wheatley after being reactivated? She didn't use them in the first game, even though they could have helped stop or kill Chell right then and there, nor does she or Wheatley use them when revisiting the chamber later in the second game.
** She used the claws in other places. Maybe she had more freedom now, or the damage to the room allowed them in.
** She actually ''did'' use her claws in the first game. Maybe the Morality Core affected her ability to use them (just like it affected her ability to turn off the Rocket Sentry), or perhaps she was just that confident that the neurotoxin would be enough to finish her off. She's a sadist, so maybe she preferred the idea of watching Chell suffer (death by neurotoxin is not a pretty sight) to killing her quickly and simply with claws.
*** When did she use them in the first game? I've played Portal 1 a lot but I don't remember there being any claws like that.
*** The claws are in the game. They aren't animated, but they're implied to be how [=GLaDOS=] gets the turrets around the complex.

to:

[[folder:[=GLaDOS=]'s claws after reactivation]]
[[folder: Did Wheatley know his purpose?]]
* Where did Did Wheatley ever give any indication that he knew he was an Intelligence Dampening Sphere and was once attached to [=GLaDOS=] get these two claws with which before she lifts Chell and Wheatley after being reactivated? She didn't use them in the first game, even though they could have helped stop or kill Chell right then and there, nor does she or Wheatley use them when revisiting the chamber later in the second game.
** She used the claws in other places. Maybe she had more freedom
said so? This has been bugging me for a while now, or the damage because he seems to the room allowed them in.
** She actually ''did'' use her claws in the first game. Maybe the Morality Core affected her ability to use them (just like
be surprised about it affected her ability to turn off the Rocket Sentry), or perhaps she was just during that confident that the neurotoxin would be enough to finish her off. She's a sadist, so maybe she preferred the idea of watching Chell suffer (death by neurotoxin is not a pretty sight) to killing her quickly and simply with claws.
*** When did she use them in the first game? I've played Portal 1 a lot but
scene.
**
I don't remember there being any claws like that.
*** The claws are in the game. They aren't animated, but they're implied
think he did. Like you said, he seemed to be surprised by the revelation. and from what we've seen, cores connected to the main A.I. are not entirely conscious (seeing how all the very MotorMouth cores turned almost completly silent when connected), they can probably become aware of the situation if they want to (the Curiosity Core knowing who Chell is, Space and Rick talking while connected to Wheatley) but I [=WMGed=] that they in sort of a sleep-like state when attached. [[FridgeHorror and yes, it does mean you killed the Portal 1 cores only minutes after their first independence thoughts]]
** He didn't seem that confused when
[=GLaDOS=] gets the turrets around the complex.mentioned it to me. More surprised that [=GLaDOS=] was about to reveal it, like he hoped she didn't know (Considering he may have been disconnected from her for a while) or that he hoped she'd be more polite than to reveal something so embarrassing.



[[folder:Cores exploding]]
* If all Aperture technologies remain safely operational up to 4000 degrees Kelvin, and the Companion Cube survived, why did the cores explode? If they survived, why have a furnace at all? And why did [=GLaDOS=] explode when they were removed, as the Lab Rat comic and sequel describe them as just voices in her head?
** Maybe they outsourced for some materials. Some things they bought from other companies don't have such high tolerances and explode under extreme heat. The Aperture records simply don't take that into account.
** The fact that there was an Emergency Intelligence Incinerator in the same room as a potentially-hostile AI shows some astounding forethought on Aperture's part: they either deliberately built the cores with combustible materials, or the incinerator was hotter than 4000K. Either one would justify the cores' explosions.
** Aperture continually lied to its AI (''They told me if I ever used this, I'd die. They said that about everything!'') So the hardware could get recycled (in the same way that the turrets are recycled) and [=GLaDOS=] etc only think that the cores get destroyed.
** Maybe the cores have a remote connection to her until they're destroyed? That could explain the tractor beam-like thing.
** Or maybe the cores are simply useless down in the incinerator room, and [=GLaDOS=] just self-destructed them to save processing power.

to:

[[folder:Cores exploding]]
* If all Aperture technologies remain safely operational up to 4000 degrees Kelvin, and
[[folder: Cutting the Companion Cube survived, why did neurotoxin lines]]
* One of
the cores explode? If they survived, why have a furnace at all? And why did [=GLaDOS=] explode when they were removed, as the Lab Rat comic and sequel describe them as just voices in her head?
** Maybe they outsourced for some materials. Some things they bought from other companies don't have such high tolerances and explode under extreme heat. The Aperture records simply don't take that into account.
** The fact that there was an Emergency Intelligence Incinerator
puzzles in the same game involves using a laser to cut the neurotoxin lines. When this happen, you can see the gas leaking out before the tank implodes. Wouldn't there be enough in the tank to kill Chell or at least make her very sick when it all leaks out? I know there's GameplayAndStorySegregation but that part seems a bit odd.
** If you do it right, she's not in the
room as a potentially-hostile AI shows some astounding forethought on Aperture's part: they either deliberately built the cores with combustible materials, or the incinerator was hotter than 4000K. Either one would justify the cores' explosions.
** Aperture continually lied to its AI (''They told me if I ever used this, I'd die. They said
that about everything!'') So long; maybe the hardware could get recycled (in neurotoxin leaked into other chambers as well or got sucked out the same way that the turrets are recycled) and [=GLaDOS=] etc only think that the cores get destroyed.
**
pipe when Chell did.
***
Maybe the cores have a remote connection to her pipes just feed inactive components into the big compressor, and it doesn't actually become active until they're destroyed? That after that.
** You're in a pretty big area that probably isn't airtight. Wheatley says he can smell neurotoxin after you cut the first one (don't ask why a core has a sense of smell) but it
could explain be that the tractor beam-like thing.
** Or maybe the cores are simply useless down in the incinerator room, and [=GLaDOS=] just self-destructed them to save processing power.
neurotoxin:air ratio didn't reach a lethal level before Chell was sucked out. For a real world example, you can smell rotten eggs long before natural gas from a leak reaches a lethal or even harmful concentration.



[[folder:Reasoning behind obstacle courses]]
* Why does Aperture Science test their products by incorporating them into elaborate obstacle courses that require the ability to warp space to navigate? If they wanted to test repulsion gel, couldn't they just throw stuff at it, or tell people to jump on it if they really must have human testing? Why is it necessary for the test subjects to solve a dangerous puzzle while they're jumping on it?
** That would be too rational for Aperture Science. Plus, if you're testing the gels and the portal gun, why not combine the chambers and test both at once?
** C'mon, this is Aperture Science we're talking about. At this point it is utter foolishness to ask, "Why would they achieve Goal A in this convoluted, inefficient way, when they could have done it in this obvious, simple, effective way?" Utter foolishness.
* I forget exactly where in the Portal wiki I read it but it was something to the effect of Cave didn't "know how science worked, but knew a lot about how people worked". He has the determination to run a scientific research firm, but he couldn't watch a bunch of lab techs (whom he frequently expressed resentment towards in his recordings) running safe little simulations. He needed to see action, people in motion, people he could talk to and motivate. Cave liked obstacle course testing and, in his words, paid the bills around there. Like it or go work for those clowns over at Black Mesa. By the time Cave died, obstacle course testing was just the Aperture way. The fact [=GLaDOS=] has been running the tests for a long while and is at least partially Caroline (who supported Cave for decades) means she probably shares her former boss's views.

to:

[[folder:Reasoning behind obstacle courses]]
[[folder: Why was the portal gun required?]]
* Why does Aperture Science test their products by incorporating them into elaborate obstacle courses that require exactly did Wheatley say you needed the ability portal gun to warp space to navigate? escape? If they wanted to test repulsion gel, I recall right, after he opened the panel there were nothing you couldn't they just throw stuff at it, or tell simply jump over (plus, with simply a single-portal device, there wasn't much you could do anyways). The only thing I can think of is that he was too heavy for Chell to carry by herself and she needed the tractor-beam, but then in the Lab Rat comic you can see people to jump on it if they really must have human testing? Why is it necessary for the test subjects to solve a dangerous puzzle while they're jumping on it?
** That would be too rational for Aperture Science. Plus, if you're testing the gels and the portal gun, why not combine the chambers and test both at once?
** C'mon, this is Aperture Science we're talking about. At this point it is utter foolishness to ask, "Why would they achieve Goal A in this convoluted, inefficient way, when they could have done it in this obvious, simple, effective way?" Utter foolishness.
* I forget exactly where in the Portal wiki I read it but it was something to the effect of Cave didn't "know how science worked, but knew a lot about how people worked". He has the determination to run a scientific research firm, but he couldn't watch a bunch of lab techs (whom he frequently expressed resentment towards in his recordings) running safe little simulations. He needed to see action, people in motion, people he could talk to and motivate. Cave liked obstacle course testing and, in his words, paid the bills
carrying around there. Like it or go work for those clowns over at Black Mesa. By cores without any problem.
** Because [[OverlyLongGag he's Wheatley]]. He's a moron.
** Because he knew that
the time Cave died, obstacle course testing was just the Aperture way. The fact person who got rid of [=GLaDOS=] has been running the tests for and presumably escaped used portal gun to do it.
** Because
a portal gun is a GREAT boon to a potential escapee. Being able to transport between two locations as long while as there's enough concrete makes getting out of a destroyed and is at least partially Caroline (who supported Cave for decades) means she probably shares her former boss's views.ruined facility much easier.



[[folder:Human testing]]
* According to Cave Johnson's prerecorded messages, human testing nearly bankrupted Aperture Science. They started out testing astronauts, Olympians and war heroes in the 50s, but thanks to expensive lawsuits and government fines, by the 70s they were hiring bums off the streets and by the 80s they were reduced to forcing their own employees to "volunteer" for testing. In fact, in one of Cave Johnson's last messages he states that Aperture is phasing out human testing. So why is that in the modern facility the game starts in, not only are they still testing on humans, but According to Wheatley, there were 10,000 of them being held in the Relaxation Center (until they all died under his supervision)! And in co-op mode the players find a huge vault of humans in cryogenic sleep who are still alive. So why is Aperture Science still performing human testing, and where did they get all those test subjects from?
** Aperture was ''going'' to phase out human testing -- while it was still run by humans. Once [=GLaDOS=] took over, she presumably saw no reason to carry on with those plans. As for the test subjects in stasis, presumably they were either Aperture employees or people visiting the facility, captured and suspended by [=GLaDOS=].
*** The several hundred humans frozen in the co-op vault I can believe were Aperture employees. Each is given a scientific job title as they're scanned during the credit sequence and [=GLaDOS=] seems to know personal details about most of them. But what about the 10,000 humans suspended in the relaxation center where Chell wakes up? Where did they come from? I have a hard time believing that Aperture had that many employees, especially considering Cave Johnson's complaint about how employee retention had plummeted after "voluntary" employee testing became mandatory.
*** If you look closely at some of the stickers on the relaxation vaults (you can see them if you zoom in during the ride in your hotel room at the beginning) the packing dates are from the 1970s. I wouldn't be surprised if a lot of them were homeless people who were somehow convinced to do that.
** This was in the 80s. Aperture obviously got back on its feet between then and the first Portal.

to:

[[folder:Human testing]]
[[folder: Bird eggs]]
* According to Cave Johnson's prerecorded messages, human testing nearly bankrupted Aperture Science. They started out testing astronauts, Olympians and war heroes in the 50s, but thanks to expensive lawsuits and government fines, by the 70s they were hiring bums off the streets and by the 80s they were reduced to forcing their own employees to "volunteer" for testing. In fact, in one of Cave Johnson's last messages he states that Aperture is phasing out human testing. So why is that in the modern facility the game starts in, not only are they still testing on humans, but According to Wheatley, there were 10,000 of them being held in the Relaxation Center (until they all died under his supervision)! And in co-op mode the players find How exactly does a huge vault of humans in cryogenic sleep who are still alive. So why is Aperture Science still performing human testing, and where did they get all those test subjects from?
** Aperture was ''going'' to phase out human testing -- while it was still run by humans. Once [=GLaDOS=] took over, she presumably saw no reason to carry on
personality sphere with those plans. As for the test subjects in stasis, presumably they were either Aperture employees or people visiting the facility, captured and suspended by [=GLaDOS=].
*** The several hundred humans frozen in the co-op vault I can believe were Aperture employees. Each is given
no appendages drop bird eggs into a scientific job title as they're scanned during the credit sequence and [=GLaDOS=] seems to know personal details about most of them. But what about the 10,000 humans suspended in the relaxation center where Chell wakes up? Where did they come from? I have a hard time believing that Aperture had that many employees, especially considering Cave Johnson's complaint about how employee retention had plummeted after "voluntary" employee testing became mandatory.
*** If you look closely at some of the stickers on the relaxation vaults (you can see them if you zoom in during the ride in your hotel room at the beginning) the packing dates are from the 1970s. I wouldn't be surprised if a
door?
** A
lot of them were homeless people who were somehow convinced to do that.
** This was in the 80s. Aperture obviously got back on its feet between then
trial and the first Portal.error on a management rail.



[[folder:Condition of the old courses]]
* How the heck are all the old sealed off testing courses still in such fantastic condition? Seriously, the first few modern facility test courses you visit are more broken down despite having more advanced building material, self-repairing technology and the once-off mentioned nanobot "work crew" to keep them in shape! But none of those things are present in the old Aperture. It's amazing that they still have working lights down there after 50 years (plus however long Chell was sleeping), let alone elevators and pump stations. There's not a spot of mold or dust in the various offices you come across, there are paintings and posters in mint condition everywhere, and wooden boards that haven't warped or rotted all over the freakin' place. Yes, there are rusted and broken catwalks everywhere and the ground floor is covered with trash and mud and the elevator to the surface is shut down, but aside from those the place is for the most part so clean and organized and ''functional'' that I simply can't believe it's been abandoned for a year, let alone half a century.
** I got the impression that the old chambers were deliberately ''preserved'', not just passively let to rot like it was the case with the modern facility. Thus they could have taken the measures to prevent decay, such as reinforcing the walls and covering the furniture in whatever protective stuff they have at Aperture. They simply shut the power and gel flow down and let the area rest until Chell reactivated it. Notice also that while the test chambers and offices are well-preserved, the vast space between them isn't; Aperture probably didn't bother taking measures to preserve the maintenance areas while sealing them off.
*** Cave Johnson says that the Enrichment Spheres are coated in Asbestos to keep the rats out. Kinda flimsy, but if he covered them with enough of it, it should hold off most of nature for at least a little while.
** Deep underground the chambers wouldn't be exposed to a lot of things like rain, wind, plants, and sunlight so it would last longer even setting aside Aperture's obsession with RagnarokProofing. That said, it is significantly damaged, there are many areas where you have to make portal jumps because walkways have collapsed.
** It's implied that even a lot of the upper test chambers are underground. With the chambers from Cave's era, they're so far down they're practically like preserved fossils.
** Keep in mind, though, that they're still in '''a salt mine''', and in a planet that was in the process of being taken over from below by burrowing Antlions (unless the Antlions were only introduced to the eastern hemisphere).
** There's also the matter of complexity. The upper, modular testing tracks are probably a lot more complex than the old, static testing spheres. It's not hard to imagine plantlife and the like working its way between all those moving bits over the time of disrepair. Perhaps there's just less things to go wrong with the old tracks, especially since they're probably too far down. As one of the above posters said, they're basically like preserved fossils.

to:

[[folder:Condition of [[folder: Defective Turret Vision]]
* If
the old courses]]
* How the heck are all the old sealed off testing courses still in such fantastic condition? Seriously, the first few modern facility test courses you visit are more broken down despite having more advanced building material, self-repairing technology and the once-off mentioned nanobot "work crew" to keep them in shape! But none of those things are present in the old Aperture. It's amazing that they still have working lights down there after 50 years (plus however long Chell was sleeping), let alone elevators and pump stations. There's not a spot of mold or dust in the various offices you come across, there are paintings and posters in mint condition everywhere, and wooden boards that haven't warped or rotted all over the freakin' place. Yes, there are rusted and broken catwalks everywhere and the ground floor is covered with trash and mud and the elevator to the surface is shut down, but aside from those the place is for the most part so clean and organized and ''functional'' that I simply
defective turrets can't believe it's been abandoned for see anything, how did they know they were facing a year, let alone half woman with a century.
potato?
** I got doubt all the impression that the old chambers Defective turrets were deliberately ''preserved'', not just passively let to rot like it was the case with the modern facility. Thus they could have taken the measures to prevent decay, such as reinforcing the walls and covering the furniture in whatever protective stuff they have at Aperture. They simply shut the power and gel flow down and let the area rest until Chell reactivated it. Notice also that while the test chambers and offices are well-preserved, the vast space between them isn't; Aperture probably didn't bother taking measures to preserve the maintenance areas while sealing them off.
*** Cave Johnson says that the Enrichment Spheres are coated in Asbestos to keep the rats out. Kinda flimsy, but if he covered them with enough of it, it should hold off most of nature for at least a little while.
** Deep underground the chambers wouldn't be exposed to a lot of things like rain, wind, plants, and sunlight so it would last longer even setting aside Aperture's obsession with RagnarokProofing. That said, it is significantly damaged, there are many areas where you have to make portal jumps because walkways have collapsed.
** It's implied that even a lot of the upper test chambers are underground. With the chambers from Cave's era, they're so far down they're practically like preserved fossils.
** Keep in mind, though, that they're still in '''a salt mine''', and in a planet that was in the process of being taken over from below by burrowing Antlions (unless the Antlions were only introduced to the eastern hemisphere).
** There's also the matter of complexity. The upper, modular testing tracks are probably a lot more complex than the old, static testing spheres. It's not hard to imagine plantlife and the like working its way between all those moving bits over the time of disrepair. Perhaps there's just less things to go wrong with the old tracks, especially since they're probably too far down. As one of the above posters said, they're basically like preserved fossils.
blind.



[[folder:Position of the earth and the last portal]]
* At the end, when Chell portals to the moon, the two surfaces the portals are on are, for all intents and purposes, parallel to each other. However, when Chell looks at the earth, she's not looking straight up, relative to the moon; she's looking sideways. Did the moon suddenly rotate ninety degrees while we weren't looking?
** Or Chell moved her head.
*** It can't be that; the surface of the moon is still visible when Chell looks at the earth, even though it shouldn't be.
*** It's possible that the portal didn't land in the center of the visible side of the Moon, but closer to a polar region. After all, the game doesn't take into account where you actually aim the portal gun -- it doesn't even care what color the portal is!
*** But the twinkle before you get sucked out is clearly ''not'' at a polar region.
** What if the portals don't just warp you through space - they warp you through space''time''. And the time dilation is in some way proportional to the distance involved. Then, the time difference from one portal to the next is unnoticable across a few metres like during most of the game, but over a quarter of a million miles, it's enough time for the Moon and Earth to turn a significant amount.
** The moon isn't flat, its a sphere(oid). From the player's perspective, the portal seemed to hit about halfway between the middle and the edge. The Earth, as seen from that point, should be about 45 degrees above the horizon (the orientation of the portals doesn't matter, it's the location that counts). Now, it seems to me that the Earth was actually closer to the horizon than that, but since we don't have any [[DepthDeception usable reference points]] during that shot, we can't say for sure.

to:

[[folder:Position of [[folder: I punch those numbers into my calculator, it makes a happy face.]]
* What exactly do you have to punch in a calculator to have it make a happy face?
** "It's an Aperture Science brand calculator, I told
the earth and the last portal]]
* At the end, when Chell portals to the moon, the two surfaces the portals are on are, for all intents and purposes, parallel to each other. However, when Chell looks at the earth, she's not looking straight up, relative to the moon; she's looking sideways. Did the moon suddenly rotate ninety degrees while we weren't looking?
** Or Chell moved her head.
*** It can't be that; the surface of the moon is still visible when Chell looks at the earth, even though it shouldn't be.
*** It's possible
eggheads I wanted a calculator that the portal didn't land in the center instead of the visible side of the Moon, but closer to a polar region. After all, the game doesn't take solving every equation you input into account where it, it instead displays happy, sad or angry faces. How does that help with mathematics? Who cares?! I'm not paying you actually aim the portal gun -- it doesn't even care what color the portal is!
*** But the twinkle before you get sucked out is clearly ''not'' at a polar region.
to sit around doing math!"
** What if the portals don't [[http://ishipitlikeups.tumblr.com/post/61256370232/please-tell-me-you-drew-a-graph-in-the-shape-of-a#axzz3G4RCauOV It could be a graph calculator]].
** He was probably
just warp you through space - they warp you through space''time''. And the time dilation is being metaphorical. As a salesman-turned-science philanthropist (Of a sort), he probably likes using such odd language in some way proportional an attempt to the distance involved. Then, the time difference from one portal to the next is unnoticable across get on a few metres like during most of the game, but over a quarter of a million miles, it's enough time for the Moon and Earth to turn a significant amount.
** The moon isn't flat, its a sphere(oid). From the player's perspective, the portal seemed to hit about halfway between the middle and the edge. The Earth, as seen from that point, should be about 45 degrees above the horizon (the orientation of the portals doesn't matter, it's the location that counts). Now, it seems to me that the Earth was actually closer to the horizon than that, but since we don't have any [[DepthDeception usable reference points]] during that shot, we can't say for sure.
customer's good side.



[[folder:Astronauts]]
* Where did Cave find any astronauts in 1952, nine years before Gagarin's flight in 1961?
** He said they were "missing" astronauts. Possibly as in, ''[[GovernmentConspiracy really]]'' missing due to portal malfunctions. The term "astronaut" has also been around since [[http://www.etymonline.com/index.php?term=astronaut 1929]], so maybe it meant something else then.
** Or the recording was not made once and forgotten at the time that that section was built, and what Chell hears is the last revision used for that section (when astronauts are around). The Borealis, assuming continuity with the blueprints from Episode 2, was far newer then its drydock when lost.

to:

[[folder:Astronauts]]
[[folder: Stalemate Booby Trap]]
* Where Three questions about the Booby Trap at the end of the game: 1. How did Cave find any astronauts in 1952, nine years before Gagarin's flight in 1961?
** He said they were "missing" astronauts. Possibly as in, ''[[GovernmentConspiracy really]]'' missing due to portal malfunctions. The term "astronaut" has also been around since [[http://www.etymonline.com/index.php?term=astronaut 1929]], so maybe it meant something else then.
** Or
Wheatley even think that he should booby trap the recording was not made once and button? Knowing him, he should have forgotten about the whole thing after the transfer! 2: If you pause before the trap goes off, you'll notice it's made out the the bombs used in the fight. The bombs in the fight explode on contact, and these bombs didn't have anything holding them up, so how come these didn't just blow up while Wheatley was making the trap? 3: The Stalemate Button didn't appear to be damaged, so couldn't Chell have just ran over and pressed it? The doors has been blown off by the trap, she wasn't dead, and Wheatley didn't have any sort of way of stopping her!
** Ok, in order: 1. It's mentioned somewhere up above in another folder, that since Wheatley was designed by brilliant minds, he's programmed to make the worst decisions possible rather than necessarily being stupid. He shows himself to be fairly intelligent earlier in the game, so there is some evidence for that. Anyway, booby trapping the stalemate button was the worst possible decision to make because that means [=GLaDOS=] can't be plugged in to save the facility, so it'll explode instead. 2. Who's to say those bombs can only explode on contact? If they did, they'd blow up everything they touched including the launchers that fired them. So it's likely they can also be set to proximity detonate. 3. Wheatley expected the bombs to kill her, as he screams at her in surprise when he sees that Chell survived. As for Chell, not running to the stalemate button (even if it did survive the blast) she was clearly wounded and likely wouldn't have been able to make it in time, hence shooting a portal at the moon.
*** For 1. I didn't mean that. I meant, how would he even realize he should booby trap the button? He was probably too busy soaking in the power following the accidental fall of Chell and [=GLaDOS=], which would have been the ideal time to do it. Then he probably got the "itch" he mentions after the room where you first meet Frankenturrets and tried cheating the system by making Frankenturrets to solve the tests for him. He couldn't have done it while Chell and [=GLaDOS=] were progressing through his tests, as he was watching them progress through.
*** Why would he forget about that? Even if someone is mad with power, they usually make sure that they protect what put them in power. I seriously doubt Wheatley would forget about the stalemate button, considering it put him in that position and can take him out of that position. Do you really think Wheatley can only do one thing at a time while in [=GLaDOS=]' body? For all we know, he did booby-trap the button immediately after punching [=GLaDOS=] and Chell into that pit, seeing as he clearly mellowed out after a while and got the itch to test then. Granted,
at the time he likely had no reason to do so, but after they returned Wheatley had plenty of opportunities to set the trap (He rebuilt his entire lair to ensure he doesn't make the same mistakes as [=GLaDOS=], he could have done it at that that section was built, and what point). He wasn't just watching Chell hears is and [=GLaDOS=] progress through the last revision used chambers, he was also setting up the chambers and traps for them ahead of time, who's to say that's all he was doing. Hell he could have done it in the middle of his fight with Chell. You don't seem to understand how AIs work; even a moronic one like Wheatley is still capable of multitasking and seeing multiple perspectives at once, it really isn't that section (when astronauts are around). The Borealis, assuming continuity with the blueprints from Episode 2, was far newer then its drydock when lost.difficult for computers to do. If [=GLaDOS=] can do it, so can Wheatley.



[[folder:[=GLaDOS=] can't help you?]]
* The bit about [=GLaDOS=] being unable to tell you the solution to a given problem. I don't get it; either the punitive shock is tied into the main core, in which case [=GLaDOS=] should have been unaffected; '''or''', the shock is tied into ''all'' personality cores, in which case Wheatley should have known about it long before it became relevant. And in either event, [=GLaDOS=] is currently working with one-point-six volts; what energy could she possibly muster to significantly shock herself with?
** Easy, it's a HandWave. They needed a reason she couldn't help you, and the other idea they had -- having her "puzzle solving memory" getting constantly pecked off by a bird -- wasn't technically feasible.
** Presumably the shock is built into all personality cores to prevent them from helping test subjects solve the puzzles, and Wheatley would have known it if he had tried to help Chell before (and he didn't). Why didn't he know it? I see three explanations, all plausible: 1) He's Wheatley. 2) He did know, but just couldn't resist helping Chell to get her through the test chamber faster. 3) The most likely one, in my opinion: he didn't know about the shock because unlike [=GLaDOS=], he was never meant to administer tests.
** Or 4) [[OverlyLongGag He's Wheatley]]
*** They probably told him he'd die if he ever helped a test subject solve a test, and finally catching on, he presumed that warning was rubbish like all the other things they told him would kill him. Hilariously, turns out that one was partially true.
** Note that whenever she uses too much energy, she temporarily shuts down. It's possible that it would start to shock her, only to instead shut her down, which would be more of a hindrance because she's gone for a while.
** There's also the fact that the puzzles you do with her are handmade by Wheatley either from scratch or by combining multiple test chambers together, so she would be trying to figure them out as much as the player since it's likely she knows the answer to one component or one chamber, but not when the components are put together in a new arrangement she hasn't seen before. In a way when it's mentioned, it's [=GLaDOS=] telling you why she couldn't have helped you before even if she wanted.
** Maybe she wasn't entirely sure if it would shock her or not, but didn't want to risk frying her potato (which could kill her).

to:

[[folder:[=GLaDOS=] can't help you?]]
[[folder:Offices in the elevator]]
* The bit about [=GLaDOS=] being unable to tell Just after old Aperture Enrichment Sphere #6, you begin climbing back out of Aperture. One obstacle is an elevator shaft with a stuck elevator. And, for some reason, offices within the solution to a given problem. I don't get it; either the punitive shock is tied elevator shaft... Why are there offices in an elevator shaft, with windows looking out into said shaft?
** Are you really questioning Aperture Science building practices? Their entire MO is doing everything in
the main core, in which case [=GLaDOS=] should have been unaffected; '''or''', the shock is tied into ''all'' personality cores, in which case Wheatley should have known about it long before it became relevant. And in either event, [=GLaDOS=] is currently working with one-point-six volts; what energy could she possibly muster to significantly shock herself with?
** Easy,
most nonsensical and money-wasting manner possible. In-universe, it's possible that Aperture wanted their employees to get a HandWave. They needed a reason she couldn't help you, and look at all the other idea they had -- having her "puzzle solving memory" getting constantly pecked off by a bird -- wasn't technically feasible.
** Presumably the shock is built into all personality cores
famous people serving as test subjects, or to prevent them from helping allow monitoring of test subjects solve the puzzles, and Wheatley would have known it if he had tried to help Chell before (and he didn't). Why didn't he know it? I see three explanations, all plausible: 1) He's Wheatley. 2) He did know, but just couldn't resist helping Chell to get her through the test chamber faster. 3) The most likely one, in my opinion: he didn't know about the shock because unlike [=GLaDOS=], he was never meant to administer tests.
** Or 4) [[OverlyLongGag He's Wheatley]]
*** They probably told him he'd die if he ever helped a test subject solve a test, and finally catching on, he presumed that warning was rubbish like all the other things they told him would kill him. Hilariously, turns out that one was partially true.
** Note that whenever she uses too much energy, she temporarily shuts down. It's possible that it would start to shock her, only to instead shut her down, which would be more of a hindrance because she's gone for a while.
** There's also the fact that the puzzles you do with her are handmade by Wheatley either
without deviating them from scratch or by combining multiple test chambers together, so she would be trying to figure them out as much as the player since it's likely she knows the answer to one component or one chamber, but not when the components are put together in a new arrangement she hasn't seen before. In a way when it's mentioned, it's [=GLaDOS=] telling you why she couldn't have helped you before even if she wanted.
** Maybe she wasn't entirely sure if it would shock her or not, but didn't want to risk frying her potato (which could kill her).
their schedules.



[[folder:Portals break thermodynamics]]
* How in the hell does this get around the First Law of Thermodynamics? Place two portals, one exactly above the other, and drop something in it. Watch as it essentially turns into a free energy device. Where on earth is all that energy coming from?
** Gravity?
** You might note that this has been commented on many, many times. In fact, I don't even see the point in asking, given MST3KMantra.
** Creating portals changes the [[http://en.wikipedia.org/wiki/Topology topology]] of space around the them. You could come up with a physics-y handwave-y solution involving [[http://en.wikipedia.org/wiki/Noethers_theorem Noether's theorem]] (which says that [[http://en.wikipedia.org/wiki/Conservation_law conservation laws]], such as the conservation of energy, are caused by symmetry, and breaking this symmetry destroys your conservation law) if you were so inclined.
** It's not really free energy, merely a very efficient method of using gravity to transfer kinetic energy from the planet to the falling object. If you placed two portals inside an airless tube, and set an object in an "infinite" fall, the object would accelerate indefinitely, and eventually reach relativistic speeds requiring enough force to accelerate further that the earth would start pulling itself out of its orbit with its own gravity via the "falling" object. This would only be possible if the airless tube was constructed exactly at the geographic north or south pole, however, or the earth's rotation would make falling at relativistic speeds impossible. Factor in air resistance and all the kinetic energy is dissipated in a closed loop that doesn't affect the earth's trajectory through space... I think... Someone should do that math on that.
** The problem is moving upwards in a gravitational field, you are gaining gravitational potential energy. This happens from moving from a low-placed portal to a high-placed one. It is unavoidable. Of course, we are assuming it does take zero energy to move from a low-placed portal to a high-placed one. Maybe the portal gun has a built in store of energy for this purpose.
** You're failing to consider the energy required to keep the portals open. It's quite possible that any time an object passes through a portal, there's an increase or decrease in the energy draw that precisely offsets the gain or loss in potential energy caused by the displacement.
** Perhaps as the objects continue to fall they lose mass so that overall their energy remains constant. (If you take an object from "infinity" to the edge of a black hole you extract mc^2 of energy from the system. Effectively the object loses its mass to the gravitational field. It's a lot more subtle than that, but then gravity has always been a subtle beast.)
** The portals could establish some kind of hydrostatic equilibrium so that heavy things go down, light things go up, and it all balances out nicely. This would appear to be violated at the end, until you consider the differential gravity.

to:

[[folder:Portals break thermodynamics]]
[[folder:Daytime/Nighttime]]
* How in At the hell does very end, when you shoot your portal at [[spoiler: the moon,]] it's night out, but when [[spoiler: you're on the moon, North America is in sunlight which should mean that it's daytime at Aperture.]] Unless I'm wrong with how sunlight works, is this get around a mistake?
** Probably falls under [[RuleOfCool Rule of Cool]]. Seeing Earth is an instantly recognizable [[WhamShot Wham Shot]] of "oh my God, we're on
the First Law surface of Thermodynamics? Place two portals, one exactly above the other, ''moon''", and drop something in it. Watch as it essentially turns into a free energy device. Where on earth is all that energy coming from?
** Gravity?
** You might note that this has been commented on many, many times. In fact, I don't even see the point in asking, given MST3KMantra.
** Creating portals changes the [[http://en.wikipedia.org/wiki/Topology topology]] of space around the them. You could come up with a physics-y handwave-y solution involving [[http://en.wikipedia.org/wiki/Noethers_theorem Noether's theorem]] (which says that [[http://en.wikipedia.org/wiki/Conservation_law conservation laws]], such as the conservation of energy, are caused by symmetry, and breaking this symmetry destroys your conservation law) if you were so inclined.
** It's not really free energy, merely a very efficient method of using gravity to transfer kinetic energy from the planet to the falling object. If you placed two portals inside an airless tube, and set an object in an "infinite" fall, the object would accelerate indefinitely, and eventually reach relativistic speeds requiring enough force to accelerate further that the earth would start pulling itself out of its orbit with its own gravity via the "falling" object. This would only be possible if the airless tube was constructed exactly at the geographic north or south pole, however, or the earth's rotation would make falling at relativistic speeds impossible. Factor in air resistance and all the kinetic energy is dissipated in a closed loop that
doesn't affect work as well if the earth's trajectory through space... I think... Someone should do Earth is in shadow.
** Consider the fact
that math a short while later, Chell is deposited on that.
** The problem is moving upwards in a gravitational field, you are gaining gravitational potential energy. This happens from moving from a low-placed portal to a high-placed one. It is unavoidable. Of course, we are assuming it does take zero energy to move from a low-placed portal to a high-placed one. Maybe
the portal gun has a built surface in store of energy for this purpose.
** You're failing to consider the energy required to keep the portals open. It's quite possible
daylight, and that any time an object passes through it's a portal, there's an increase or decrease in the energy draw relatively well-known fact that precisely offsets the gain or loss in potential energy caused by moon can be seen during the displacement.
** Perhaps as
day, and the objects continue to fall they lose mass so that overall their energy remains constant. (If you take an object from "infinity" evidence points to the edge of a black hole you extract mc^2 of energy from night sky being the system. Effectively the object loses its mass to the gravitational field. It's a lot more subtle than that, but then gravity has always been a subtle beast.)
** The portals could establish some kind of hydrostatic equilibrium so that heavy things go down, light things go up, and it all balances out nicely. This would appear to be violated at the end, until you consider the differential gravity.
blooper.



[[folder:Hazards of the gels]]
* OK, so Repulsion Gel "Does NOT like the human skeleton", and the moon rocks in Conversion Gel are toxic if inhaled, but what's the extra (that is, outside of what would happen if it was ingested) hazard of Propulsion Gel?
** Not stated in the game. Could be anything.
** Whatever the effects were, either Cave Johnson thought they were too minor to mention or too terrifying. I'm not sure which is worse.
** I seem to recall it still being made of asbestos/causing no food whatsoever to be absorbed into the user's body.
** Let's make one up! How about interior friction burns? Oh, and cancer. Everything causes cancer.
*** Running into a wall at 90 miles per hour seems like a pretty bad side effect.
*** The lab boys tell me that if you get this stuff on you, there's a good chance trying to move would... I don't know, something about peeling an egg with a sand blaster, I wasn't really paying attention. Now I'm hungry. Caroline, what's the lunch situation?
*** [[ArsonMurderAndJaywalking I'm sure it stains pretty badly as well.]]
** Maybe Aperture just didn't realize that bouncing that high in the air without Long Fall Boots (which the 1950s test subjects probably didn't have) is gonna damage your skeleton, gel or no gel.

to:

[[folder:Hazards of the gels]]
* OK, so Repulsion Gel "Does NOT like the human skeleton",
[[folder:[=GLaDOS=] and the moon rocks in Conversion Gel are toxic if inhaled, but what's the extra (that is, outside of what would happen if it was ingested) hazard of Propulsion Gel?
** Not stated in the game. Could be anything.
** Whatever the effects were, either Cave Johnson thought they were too minor to mention or too terrifying. I'm not sure which is worse.
** I seem to recall it still being made of asbestos/causing no food whatsoever to be absorbed
her potato body]]
* When you first find [=GLaDOS=] after you and her fall
into the user's body.
** Let's
lower part of the facility, she is being pecked on by a crow. Except, why does she have any sense of touch in potato body to begin with? Yes, the fact that her normal core has sense of touch does require heavy use of the MST3KMantra, it doesn't make one up! How about interior friction burns? Oh, and cancer. Everything causes cancer.
*** Running
sense for her to be able to "feel" her potato parts.
** For whatever Godforsaken reason that crossed Cave Johnson's lemon-addled brain, he made his AIs capable of feeling pain--probably through electrical signals that translated to the AI's neural network. Wheatley simply transferred that AI core (chip, matrix, what have you)
into a wall potato battery, and he was certainly vengeful enough at 90 miles per hour seems like a pretty bad side effect.
*** The lab boys tell me
that if you get this stuff on you, there's a good chance trying point to move would... I don't know, something about peeling an egg with a sand blaster, I wasn't really paying attention. Now I'm hungry. Caroline, what's include the lunch situation?
*** [[ArsonMurderAndJaywalking I'm sure it stains pretty badly
pain registry. So it's likely not so much the potato as well.]]
** Maybe Aperture just didn't realize
the AI core itself, getting electric shocks from the bird pecking away that bouncing that high in the air without Long Fall Boots (which the 1950s test subjects probably didn't have) is gonna damage your skeleton, gel or no gel.translate into pain signals.



[[folder:Keeping the Companion Cube]]
* Why would [=GLaDOS=] keep [[spoiler: The Companion Cube alive...I mean intact]]?
** She didn't, it either survived on its own ("all Aperture technologies remain fully operation up to 4,000 degrees Kelvin"), or she just [[spoiler: gave her a new one, but charred it a little for effect]]...although that makes you wonder [[FoeYay why]] [[LimaSyndrome she'd go to the trouble...]]
*** Or [[spoiler: it's the Companion Cube seen on the edge of the incinerator in the teaser trailer. It could have caught on something like that and survived that way]].
** [[WordofGod Word of God]] says that [[spoiler: the Companion cube was having an adventure of it's own, and just happened to get out at the same time as you]].

to:

[[folder:Keeping the Companion Cube]]
[[folder:Time problems]]
* Why would So Aperture was perfectly fine on its own when [=GLaDOS=] was dead for years, but [[spoiler:put Wheatley in charge for 2 hours]] and everything goes to hell! If the reason for [[spoiler:the facility almost exploding when Wheatley was in charge]] was that "he made the bad decision to neglect the essential functions required to keep [[spoiler: The Companion Cube alive...I mean intact]]?
** She didn't, it either survived on its own ("all Aperture technologies remain fully operation up to 4,000 degrees Kelvin"), or
this facility from exploding", then how did [=GLaDOS=] maintain those functions while she was ''dead''?
** One theory constantly tossed around is that the facility was going to explode anyway, and that Wheatley
just [[spoiler: gave her a new one, but charred it a little for effect]]...although sped that makes you wonder [[FoeYay why]] [[LimaSyndrome she'd go to process up.
** Perhaps there was autonomous functions that kept
the trouble...]]
*** Or [[spoiler: it's
facility from exploding, but Wheatley had the Companion Cube seen on "great idea" to shut them off for one reason or another.
** It's stated in Lab Rat that
the edge main power grid was knocked offline when [=GLaDOS=] was destroyed, likely meaning that there was some sort of emergency shutoff that turned off the incinerator in nuclear reactor powering the teaser trailer. It could have caught on facility, and everything we see in Portal 2 prior to her reactivation is the "reserve grid" mentioned in Lab Rat. When [=GLaDOS=] is reactivated, she turns the reactor back on, and Wheatley does something like to it during his reign that and survived that way]].
** [[WordofGod Word of God]] says that [[spoiler: the Companion cube was having an adventure of it's own, and just happened
causes it to get out at the same time as you]].start going critical.



[[folder:[=GLaDOS=]'s lack of morality]]
* Chell destroyed [=GLaDOS'=] Morality Core in the first game, which made [=GLaDOS=] go from "Use humans for test subjects" to "Kill all humans". How come when Chell reactivated [=GLaDOS=], she didn't immediately try to kill Chell and instead sent her off to do more tests? Her body was repaired, but there was no sign that [=GLaDOS=] got a new Morality Core.
** [=GLaDOS=] was going for a FateWorseThanDeath this time, as is plainly obvious. The facility is in ruins and her neurotoxin probably wasn't online at the time. She needed to have Chell waste time solving tests. Note that as soon as she has the place up and running again, she does immediately try to kill you.
** Maybe the Morality Core didn't really work, [=GLaDOS=] just tricked everyone into thinking it did? The core never talks, and [=GLaDOS=] might have dropped it off ''on purpose'' so that Chell could destroy it, thus pretending to have more of a justified excuse in killing her. After all, even ''before'' you get to [=GLaDOS's=] chamber, she says "Turn back or I will kill you."
** [=GLaDOS=] attempts to kill you once well before you get to her room in the first game. It's made quite clear that the Morality Core never really worked, all it succeeded in doing was preventing her from using the neurotoxin specifically.
** I think [=GLaDOS=] kept Chell alive because she was the only test subject available at that point. She was planning on killing her once she'd finished building ATLAS and P-body to replace her, [[spoiler:as indicated by what [=PotatOS=] says when Wheatley discovers the Cooperative Testing Initiative.]]
*** I mean, she does say she has another suprise for Chell "with tragic consequences". We never get to see what she had planned considering Wheatley pulled Chell out of the test chamber before we actually ''got'' to the surprise. The fact that [=GLaDOS=] sounds incredibly smug as she says that is a pretty clear indicator that her "surprise" might be [[{{Understatement}} more than a little lethal]].

to:

[[folder:[=GLaDOS=]'s lack of morality]]
[[folder: Wheatley's normal voice]]
* Chell destroyed [=GLaDOS'=] Morality Core in Why is Wheatley literally the first game, which made [=GLaDOS=] go from "Use humans for test subjects" only Aperture Science AI to "Kill all humans". How come when Chell reactivated [=GLaDOS=], she not have any traces of synthesizers or computerization in his voice? Out-of-universe, he's supposed to sound like a fast-talking fool who's just making it up as he goes along, but in-universe, why should his voice sound completely human? Is it to invoke SimpletonVoice?
** I
didn't immediately try to kill Chell and instead sent her off to do more tests? Her body was repaired, but there was no sign that [=GLaDOS=] got a new Morality Core.
** [=GLaDOS=] was going for a FateWorseThanDeath this time, as is plainly obvious. The facility is in ruins and her neurotoxin probably wasn't online at the time. She needed to have Chell waste time solving tests. Note that as soon as she has the place up and running again, she does immediately try to kill you.
** Maybe the Morality Core didn't really work, [=GLaDOS=] just tricked everyone into thinking it did? The core never talks, and [=GLaDOS=] might have dropped it off ''on purpose'' so that Chell could destroy it, thus pretending to have more of a justified excuse in killing her. After all, even ''before'' you get to [=GLaDOS's=] chamber, she says "Turn back or I will kill you."
** [=GLaDOS=] attempts to kill you once well before you get to her room
remember any synthesizer in the first game. It's made quite clear that Adventure Sphere's voice, but I went back and listened and you're right--Rick (and the Morality Core never really worked, all it succeeded in doing was preventing her from using defective turrets) do have a faint but noticeable electronic buzz to their voices. The closest to Wheatley's voice is the neurotoxin specifically.
** I think [=GLaDOS=] kept Chell alive because she was
Anger Sphere. Maybe they're trying to invoke [[HumanityIsInfectious Humanity is Infectious]], since he spends so much time watching over the only test subject available at that point. She was planning on killing her once she'd finished building ATLAS and P-body to replace her, [[spoiler:as indicated by what [=PotatOS=] says when Wheatley discovers the Cooperative Testing Initiative.]]
*** I mean, she does say she has another suprise for Chell "with tragic consequences". We never get to see what she had planned considering Wheatley pulled Chell out of the test chamber before we actually ''got'' to the surprise. The fact that [=GLaDOS=] sounds incredibly smug as she says that is a pretty clear indicator that her "surprise" might be [[{{Understatement}} more than a little lethal]].
smelly humans?



[[folder:Plumbing]]
* How does the plumbing in Old Aperture still work? There's switches for the gel pumps, but nothing that controls water, so there's no reason to assume that it was ever switched off. So how have the tanks for the water in some of the test spheres not run dry over the course of god knows how many years? (Unless it's just purified sludgewater pumped in from the other spheres, which is [[NauseaFuel gross]].)
** [=GLaDOS=]states that the air everyone breaths in the Enrichment Center is just re-used air. A similar process may work on water. Besides, we just know that it's a clear liquid. [[NightmareFuel It could be anything.]]
** It could be that all that water is what's responsible for the filling of the Enrichment Spheres and the salt mine with sludge/acid/stuff. It might also explain why, if the top levels of the facility are exposed to the elements, rainwater doesn't flood the old testing tracks; it's just drained to the bottom (maybe as a way to drown off the Mantis Men?)

to:

[[folder:Plumbing]]
*
[[folder: How does did Chell survive?]]
Specifically, how did she survive Bring Your Daughter To Work Day? We know she was there, as evidenced by
the plumbing in Old Aperture fact that she has a potato there, and we know that [=GLaDOS=] floods the enrichment center with neurotoxin on the same day. The fact that Chell was a test subject also means that she was probably still work? There's switches in there when the center was flooded, otherwise why would she come back later? So how did she survive?
** [=GLaDOS=] mentions the scientists putting the cores on her as an attempt to slow her down, and Wheatley is explicitly a core that was made, tested on her, and then discarded (as he's not in the first game.) So there has to have been a passage of time between [=GLaDOS=] being turned on
for the gel pumps, but nothing first time and flooding the center and her taking complete control of the facility. Chell would just have to have escaped during Bring Your Daughter to Work Day, and come back as a test subject later when she was an adult and before [=GLaDOS=] took over (I think that controls water, so there's no reason to assume an interview she has as a test subject that it was ever switched off. So how have the tanks for the water in some of the test spheres not run dry over the course of god knows how many years? (Unless also supports this but it's just purified sludgewater pumped in from the other spheres, which is [[NauseaFuel gross]].)
** [=GLaDOS=]states
been a while.) So, she clearly did come back. And for surviving that the air everyone breaths in the Enrichment Center is just re-used air. A similar process may work on water. Besides, we just know that it's a clear liquid. [[NightmareFuel It could be anything.]]
** It could be that all that water is what's responsible for the filling of the Enrichment Spheres
initial day, I guess she held her breath and the salt mine with sludge/acid/stuff. It might also explain why, if the top levels of the facility are exposed to the elements, rainwater doesn't flood the old testing tracks; it's just drained to the bottom (maybe as a way to drown off the Mantis Men?)ran.



[[folder:Chell getting recaptured]]
* I can't believe nobody's asked the most obvious question: How did Chell get recaptured in the first place? [=GLaDOS=] was dead. Did those androids find her and put her in the Relaxation Vault?
** The "Lab Rat" tie-in comic, available on the official website, explains this.
** Even before that, a Portal update modified the ending, showing Chell get dragged back in.
*** "Thank you for assuming the party escort submission position."

to:

[[folder:Chell getting recaptured]]
* I can't believe nobody's asked the most obvious question: How did Chell get recaptured
[[folder: Conversion gel in the first place? [=GLaDOS=] non-test areas]]
* Basically what it says: why were walls in areas where a portal gun wasn't expected to be taken into painted with conversion gel? Other than "conversion gel wasn't introduced until the sequel so here they're just white walls that can accept portals" (which is fine if that's the only postulation).
** My assumption
was dead. Did that any smooth, flat, static surface could accept a portal. Painting the walls with conversion gel just makes it easier for an otherwise non-ideal surface to do so. (My headcanon is that those androids find her and put her walls being moved that you have to shoot a laser through for one puzzle were covered in the Relaxation Vault?
** The "Lab Rat" tie-in comic, available on
gel; that's why the official website, explains this.
portals stuck even though you're not supposed to be able to put portals on moving surfaces.)
** Even before that, a Portal update modified To reinforce that point: Conversion gel and/or moon rocks are ''not'' necessary for portals to work. Aperture was testing portals in the ending, showing Chell get dragged back in.
*** "Thank
60s and they didn't figure out that moonrock-based gel is a great "portal conductor" until the 80s. Cave Johnson even calls Conversion Gel-based portals "these new portals", clearly meaning that portals on other materials are old tech. Most of the portalable walls you for assuming see in the party escort submission position."Enrichment Center are just concrete or some similar material.



[[folder:Core corruptions]]
* What is core corruption, anyway? In ''Portal'', [=GLaDOS=] had several personality cores attached, thus was corrupted. However, you had to remove them to defeat her: Making her "pure" again. [[spoiler: But in ''Portal 2'', they say she's corrupted, but she's the only core in the mainframe. Okay, so maybe the computer thought that her insanity was enough to make her corrupt... but that doesn't explain why Wheatley becomes corrupt just after you attatch other personality cores to it. I mean, the guy was MADE to be a moronic imbelice, so insanity counts as core corruption but having "Be a moron" between your codes lines is cool? Also, when you're heading to Wheatley's Lair, you stumble across some corrupted cores, according to [=GLaDOS=]. Honestly, the guy you were trying to beat and [=GLaDOS=] herself are in many ways worse than those guys.]]
** The corrupted cores' behaviour make it clear that there's some fundamental flaw in their programming. Wheatley wasn't considered corrupt because his programming wasn't damaged, and he was still doing exactly what he was programmed to do ("be a moron"), and he wasn't totally messed up like the corrupted cores. [=GLaDOS=], on the other hand, is very clearly corrupt. It's pretty clear that there's something wrong in her programming, somewhere.
** I always thought that it referred to the fact that her cores were removed. [=GLaDOS=] had four cores hung on her mainframe in the first game. As you defeat her by destroying them, they obviously were semi-vital to her function. In ''Portal 2'', the announcer says that [[spoiler:she is 80% corrupted. Four cores plus [=GLaDOS=], the main core, is five cores. Four "corrupted" (nonexistent) cores to one intact core is 80% corruption. Also, you need Wheatley to be at 100% corruption with three corrupted cores plus him not doing the mainframe because [=GLaDOS=] is still at 80% corruption (if not more) while she's [=PotatOS=], and the core transfer can only replace a more-corrupt core with a less-corrupt one.]]

to:

[[folder:Core corruptions]]
* What is core corruption, anyway? In ''Portal'', [=GLaDOS=] had several personality cores attached, thus was corrupted. However, you had to remove them to defeat her: Making her "pure" again. [[spoiler: But in ''Portal 2'', they say she's corrupted, but she's
[[folder: Where did all the only core in the mainframe. Okay, so maybe the computer thought that her insanity was enough to make her corrupt... but that doesn't explain why Wheatley becomes corrupt just gel pipes come from?]]
* So,
after you attatch other personality cores escaping Old Aperture, three gel pipes are connected to it. I mean, ones from the guy was MADE new facility, allowing gel to be a moronic imbelice, so insanity counts as core corruption but having "Be a moron" between your codes lines is cool? Also, when you're heading to transported into new test chambers. In Wheatley's Lair, you stumble across some corrupted cores, according to [=GLaDOS=]. Honestly, tests and especially the guy you were trying to beat and [=GLaDOS=] herself endgame, gel pipes are almost EVERYWHERE. Even in many ways worse than those guys.]]
** The corrupted cores' behaviour make it clear that there's some fundamental flaw
places such as the Central Core chamber, which we've been in their programming. before. How come we didn't see any inactive gel pipes around before Chapter 6? I doubt Wheatley wasn't considered corrupt because his programming wasn't damaged, would start installing them, especially since they only become linked to the pumps after escaping Old Aperture.
** Well, the pipers in the modern facility aren't actually pipes meant for the gel. They are transport tubes that transports various things throughout the facility (which includes you
and he Wheatley at one point, and deadly neurotoxin, as GlaDOS tries to use it when she has you trapped). It could be possible the tubes may have previously been attached to the pipes in the older facility, much like how the newer facility was still doing exactly what he was programmed attached to do ("be a moron"), and he wasn't totally messed up like previous versions of it. Due to Chell activating the corrupted cores. [=GLaDOS=], on pumps for the other hand, is very clearly corrupt. It's pretty clear that there's something wrong in her programming, somewhere.
** I
gels, those tubes began to pump the gels upwards into the newer facility. So, the pipes were always attached to the new facility, it's just that no one ever thought that it referred to anyone would ever go down into the fact that her cores older sections of the facility to turn the pumps on. And eventually, the workers of the newer facility were removed. [=GLaDOS=] had four cores hung on her mainframe in the first game. As you defeat her by destroying them, they obviously unaware those pipes were semi-vital to her function. In ''Portal 2'', connected, as well as the announcer says that [[spoiler:she is 80% corrupted. Four cores plus [=GLaDOS=], the main core, is five cores. Four "corrupted" (nonexistent) cores to one intact core is 80% corruption. Also, you need Wheatley to be at 100% corruption with three corrupted cores plus him not doing the mainframe because [=GLaDOS=] is still at 80% corruption (if not more) while she's [=PotatOS=], and the core transfer can only replace a more-corrupt core with a less-corrupt one.]]existence of previous facilities.



[[folder:Wheatley surviving getting crushed]]
* So after he accidentally revive [=GLaDOS=], she crushes Wheatley and tosses him aside. A few levels later, he's back and somewhat fine (if a bit twitchy), on his management rail again. How did he get back onto that rail?
** Wheatley tells you himself, kind of, in Chapter 4. It's something of a NoodleIncident but apparently involves a bird.
** Perhaps he has an identical twin.
** Actually, the few times you see him hiding behind panels before he reveals himself to you, he looks slightly damaged. He wasn't completely crushed, but his casing appeared to be squashed a bit.
[[/folder]]

[[folder:Tone differences between Portal and Half-Life]]
* ''VideoGame/{{Portal}}'' takes place in the same universe as ''VideoGame/HalfLife''. So how is it that Cave Johnson and Aperture Science can take RefugeInAudacity while everything related to Gordon Freeman, Black Mesa and City 17 are much more realistically treated?
** Because they are different games that are related only by very broad-strokes ContinuityOverlap. Valve is trying to keep them as separate as possible plotwise and thematically.
** At least until ep3 friggin finally come out...
*** Or Half-Life 3. Either way though, I don't think we'll see Chell actually fight alongside Gordon Freeman or anything, since Valve is keeping them separate.
*** I don't think you quite remember how silly the original Half-Life was. Black Mesa was an absurd place with NoOSHACompliance through the wazoo.
[[/folder]]

[[folder:Preventing the facility's explosion]]
* The Lab is impending explosion since the beginning of the game. So when [=GLaDOS=] is revived, why didn't she do something about it while in control? Was her [[UnstoppableRage hatred]] towards Chell THAT [[YouWouldntLikeMeWhenImAngry distracting]]?
** [=GLaDOS=] did fix the reactor after being woken up. It happens offscreen -- in fact, the supposedly impending explosion is never mentioned at all after the opening sequence so one wonders if Valve simply decided to ignore it.
** And her hatred for Chell is also clearly not distracting her from managing the facility in the first half of the game anyways - [=GLaDOS=] leaves Chell alone in the testing chambers several times early on to go fix things.
** Presumably [=GLaDOS=] was in the middle of ensuring the reactor core didn't explode at the same time as testing Chell, and had managed to prevent immediate catastrophe, but hadn't managed to sufficiently complete them before Wheatley overthrew her -- at which point, work on the repairs stopped as he devoted everything to testing, and he let what repairs ''had'' been done decay until they fell apart.
** I thought it was one of those things that required regular maintenance to keep it in working condition (e.g. press a key every hour) and Wheatley just didn't bother doing it.
*** That's exactly what it is (other than the press a key part). [=GLaDOS=] mentions at one point that he has clearly stopped maintaining the reactor.
[[/folder]]

[[folder:Wheatley hates moron more than idiot]]
* Another thing that confused me. Wheatley didn't seem to care for being called an idiot, but being called a moron sends him flying into a rage! Is it just he's in a bigger body now or something? Is moron somehow worse than idiot? It's real confusing that a smaller word would be more insulting...
** It's his BerserkButton. It doesn't have to be logical. His is the small mind that resents being reminded of the fact. It doesn't help that [=GLaDOS=], once learning of that button, doesn't hesitate to press it at every opportunity.
*** Perhaps he doesn't understand what an idiot is?
*** Maybe, maybe not. He is actually referred to directly as an idiot ("Do NOT plug that little idiot into MY mainframe!") and replies rather succinctly ("No, you should plug that little idiot into the mainframe!"). You can insult Wheatley as much as you like, but the word "moron" does seem to be a trigger.
** It's worth noting that the words [[http://dictionary.reference.com/browse/idiot idiot]], [[http://dictionary.reference.com/browse/imbecile imbecile]], and [[http://dictionary.reference.com/browse/moron moron]] used to have formal definitions, and under those, being a moron was actually better than being an idiot. So maybe he's so dumb that he's getting that backwards?
** On a similar note, right before [=GLaDOS=] tries to hit him with a LogicBomb, she says "Hey, moron!" and he just goes "Oh, hello." Why didn't he fly into a rage like he did the prior and subsequent times he was called a moron?
** Because he wasn't expecting anyone to show up to talk to him, so he blew it off.
** [=GLaDOS=] directly calls him the 'Moron Sphere,' maybe he doesn't mind other nasty names for the same reason a non-white person wouldn't mind being called 'honky' as much as other epitaphs.
*** Maybe he thinks 'idiot' is a designation, like how the Adventure Sphere's real name is Rick.
** It should be noted that he is still affected by being called a moron in the last part of the game. The first instance, he does appear to shrug it off, but eventually he starts getting annoyed with it to the point he [[FeigningIntelligence fakes reading Machiavellian works and plays classical music to appear intelligent.]]
-->'''[=GLaDOS=]:''' [[AC: I think I took that "moron" thing a little too far this time.]]
** Maybe it's a glitch?
* I think that, opposed to other theories proposed here, that Wheatley does know he's a 'moron sphere.' That's actually what he was called, a moron sphere. So it's not insults in general, it's that particular word that really gets his goat, because it's telling him of his purpose. Idiots and dolts are just words, words that can be temporary labels, but being called a moron is reminding him that he was specifically built to be a moron. The time he doesn't rise to the occasion is because it's when Chell and [=GLaDOS=] have just finished climbing out of old aperture, and he was surprised by their reappearance.
[[/folder]]

[[folder:Building the facility]]
* Has it occurred to anybody else that Aperture labs is built upside-down? Seriously, the earliest parts of the complex are the furthest from the surface. It doesn't seem like an ''Aperture is incompetent'' trope to me because if that was true then they worked out exactly how much space they would need for the next 40 years.
** Building up from the bottom is hardly unusual. What would be unusual is if they started at the top and built ''down''.
*** That's how they would do if they built the base from scratch, but since they bought some abandoned mining complex instead, they already had the tunnels ready, and could start from the bottom.
*** If you're making a building, obviously you build from bottom to top, but when you're making a tunnel or a mine, it's far more logical to start from the top and build down. Two main reasons: Firstly, all the earth you dig up has to be transported out, and equipment transported in. You can theoretically manage with a single deep shaft, but it's just easier to keep the supply lines as short as possible. It's easy to do this if you have available space nearby i.e. directly above you, where you can keep all your equipment, personnel and supplies, and just keep gradually moving it down as you dig. Secondly, "digging up" is inherently dangerous. Ceilings have a habit of falling apart when you poke them with shovels or drills. No matter how hard you dig at a floor, it isn't going to fall on top of you. But, to answer OP's question: Hey it's Aperture Science! It's their MO to do everything in the most dangerous, money-wasting manner possible.
** The facility wasn't ''built'' from bottom to top, it was ''abandoned'' from bottom to top. When Aperture started running out of money, they closed the bottom test sphere, but kept updating the rest. Then, as they sank further into insolvency, they repeated with the next-lowest sphere, and so on.
*** Nope, that's the order it was built in too. Like someone above me said, they bought the mines, so they just started down there. I suppose they made enough money at first to add on to it up above.
[[/folder]]

[[folder:Wheatley knows about Bring Your Daughter To Work Day]]
* Upon entering the room where Bring Your Daughter To Work Day was held, Wheatley remarks that it "did not end well". Did he witness whatever happened himself, or was he told the story or what? I'm wondering how he apparently knows about the event.
** He, along with all the other AI constructs, was around when [=GLaDOS=] went berserk and it's hardly odd that he knows the story. Remember, Aperture had been creating AI's for decades -- since at least the eighties.
[[/folder]]

[[folder:No gels in the new chambers]]
* Is there any in-game reason that the gels were not used in the newer testing chambers?
** Well, none is mentioned, but I could imagine it was one of the following: a) the gels were too poisonous, even for Aperture Science, b) they'd already sufficiently tested the gels by the time the newer test chambers were build, c) newer inventions made the gels redundant, d) they got bored of them.
** The second time you open a gigantic vault door (the horizontal one that drops a lift for you) you see three large pipes from inside the room connect with pipes to the outside. The upper, newer sections were literally cut off from the gels until Chell opened the way. The gels were buried and forgotten by [=GLaDOS=]'s time.
*** Though, [=GLaDOS=] did say that Wheatley's tests were ''her'' tests now, just jammed together out of different skeletons that she had kept. You used the gels quite a bit in those areas. Maybe she had initially worked her away around those pipes and did nothing with them in those chambers?
** There's a dummied out line somewhere in the script files where [=GLaDOS=] knows about the conversion gel, at least ("Wait. I HEARD about this. We discontinued it after all the test subjects kept escaping.").
[[/folder]]

[[folder:Thinking of the paradox]]
* In order to use a paradox on Wheatley, [=GLaDOS=] needed to think about the paradox to use on the way up, yet she didn't short out. Maybe Caroline helped, since she was reunited with [=GLaDOS=] in Chapter 7? [=GLaDOS=] does say each word of the paradox one at a time with a pause, even the first one, like she's repeating each word after someone's saying it...
** I always saw [=GLaDOS=] giving the paradox word by word as a way of bracing herself. Immediately after saying "FALSE" she starts muttering "don't think about it".
*** That could be a possibility - still doesn't explain much about not freaking out from the time she got the idea to the time she said the paradox aloud, since technically, she'd need to think about the paradox in order to plan out what to say if she was doing it on her own.
*** I don't think what [=GLaDOS=] thinks is true necessarily has to be true.
** My guess is that [=GLaDOS=] stored the paradox as individual words. Being kept as separate strings of data that weren't related to each other allowed her to carry it without having to 'think' about the random assortment of words. Her stating every word individually is her recalling this data carefully, one word at a time, again trying to not think about what the words mean together.
[[/folder]]

[[folder:The bird]]
* So where the hell did this bird even come from? First off, Wheatley talks about finding one shortly after you meet him again during [=GLaDOS=]'s test chambers, then he uses her eggs to jam a door mechanism, then that same bird somehow ends up at the bottom of Old Aperture and flies off with [=PotatOS=], and ''then'' she appears one last time at the end of the Peer Reviews DLC before leaving the facility for good. How did she even get in here?
** Who says it's the same bird? They're obviously breeding in the facility.
** Well, the bird obviously got in originally through the huge cavernous holes in the walls and ceilings exposing the insides of the facility to the outside world when it was a crumbling ruin. As for how it keeps appearing all over the place, there ''are'' interdimensional portals being opened up all over the place. Perhaps the bird's just sort of following you around and accidentally crossing through them without being noticed. Of course, ultimately the answer is RuleOfFunny anyway.
[[/folder]]

[[folder:Wheatley's 'eye']]
* All the other personality cores seen in the games have black pupils. So, why doesn't Wheatley have one? His is more white-ish.
** The other cores may all have black pupils, but they also have different designs. It's possibly Wheatley is just the first one we've encountered so far that doesn't.
[[/folder]]

[[folder:Rick the Adventure Sphere]]
* What happened to Rick? Was he pulled into SPACE with Space Core and Wheatley?
** If you watch closely, he's detached just before Wheatley is. Not sure why he didn't appear in the ending sequence, though. However if you look in the games' sound files ([=GCFScape=] will do the trick to open the gamefiles. Look for a pak01_dir.vpk) theres dialogue that sounds like he was meant to be.
** But that makes me wonder what happened to the Fact Sphere. Was it, too, pulled into space?
[[/folder]]

[[folder: [=GLaDOS=]' head]]
* In one of the last scenes of single-player, you [[spoiler:see [=GLaDOS=] dragging her head back with the claw while it 'wakes up.' But where was it the entire time? How did she stuff herself back into it? Where did the potato go? Also, how was she able to control the claw that she sends the corrupt cores to you with? Perhaps being plugged into the core input thing was part of it, but I don't think I entirely get it.]]
** Since [[spoiler:both wanted control and no one pressed the stalemate resolution button, Wheatley's evacuation from [=GLaDOS=]' body meant that there was nothing preventing her from being in control, possibly even just by being plugged into the core input.]]
** [=GLaDOS=]'s head was probably stored just beneath the chamber. Wheatley removed her CPU from it, and probably just tossed the head aside and promptly forgot about it. It was easy for [=GLaDOS=] to find as soon as she was plugged back in.
** [=GLaDOS=] mentions that Chell needs to stun Wheatley for her to be able to send a core to her. Being plugged into the receptacle gives her some limited access, but unlike Wheatley, [=GLaDOS=] is _good_ at hacking. She can gain access to many systems as long as Wheatley isn't actively opposing her. If he's stunned or heavily distracted, she can do a lot.
[[/folder]]

[[folder: Did Wheatley know his purpose?]]
* Did Wheatley ever give any indication that he knew he was an Intelligence Dampening Sphere and was once attached to [=GLaDOS=] before she said so? This has been bugging me for a while now, because he seems to be surprised about it during that scene.
** I don't think he did. Like you said, he seemed to be surprised by the revelation. and from what we've seen, cores connected to the main A.I. are not entirely conscious (seeing how all the very MotorMouth cores turned almost completly silent when connected), they can probably become aware of the situation if they want to (the Curiosity Core knowing who Chell is, Space and Rick talking while connected to Wheatley) but I [=WMGed=] that they in sort of a sleep-like state when attached. [[FridgeHorror and yes, it does mean you killed the Portal 1 cores only minutes after their first independence thoughts]]
** He didn't seem that confused when [=GLaDOS=] mentioned it to me. More surprised that [=GLaDOS=] was about to reveal it, like he hoped she didn't know (Considering he may have been disconnected from her for a while) or that he hoped she'd be more polite than to reveal something so embarrassing.
[[/folder]]

[[folder: Cutting the neurotoxin lines]]
* One of the puzzles in the game involves using a laser to cut the neurotoxin lines. When this happen, you can see the gas leaking out before the tank implodes. Wouldn't there be enough in the tank to kill Chell or at least make her very sick when it all leaks out? I know there's GameplayAndStorySegregation but that part seems a bit odd.
** If you do it right, she's not in the room that long; maybe the neurotoxin leaked into other chambers as well or got sucked out the pipe when Chell did.
*** Maybe the pipes just feed inactive components into the big compressor, and it doesn't actually become active until after that.
** You're in a pretty big area that probably isn't airtight. Wheatley says he can smell neurotoxin after you cut the first one (don't ask why a core has a sense of smell) but it could be that the neurotoxin:air ratio didn't reach a lethal level before Chell was sucked out. For a real world example, you can smell rotten eggs long before natural gas from a leak reaches a lethal or even harmful concentration.
[[/folder]]

[[folder: Why was the portal gun required?]]
* Why exactly did Wheatley say you needed the portal gun to escape? If I recall right, after he opened the panel there were nothing you couldn't simply jump over (plus, with simply a single-portal device, there wasn't much you could do anyways). The only thing I can think of is that he was too heavy for Chell to carry by herself and she needed the tractor-beam, but then in the Lab Rat comic you can see people carrying around cores without any problem.
** Because [[OverlyLongGag he's Wheatley]]. He's a moron.
** Because he knew that the person who got rid of [=GLaDOS=] and presumably escaped used portal gun to do it.
** Because a portal gun is a GREAT boon to a potential escapee. Being able to transport between two locations as long as there's enough concrete makes getting out of a destroyed and ruined facility much easier.
[[/folder]]

[[folder: Bird eggs]]
* How exactly does a personality sphere with no appendages drop bird eggs into a door?
** A lot of trial and error on a management rail.
[[/folder]]

[[folder: Defective Turret Vision]]
* If the defective turrets can't see anything, how did they know they were facing a woman with a potato?
** I doubt all the Defective turrets were blind.
[[/folder]]

[[folder: I punch those numbers into my calculator, it makes a happy face.]]
* What exactly do you have to punch in a calculator to have it make a happy face?
** "It's an Aperture Science brand calculator, I told the eggheads I wanted a calculator that instead of solving every equation you input into it, it instead displays happy, sad or angry faces. How does that help with mathematics? Who cares?! I'm not paying you to sit around doing math!"
** [[http://ishipitlikeups.tumblr.com/post/61256370232/please-tell-me-you-drew-a-graph-in-the-shape-of-a#axzz3G4RCauOV It could be a graph calculator]].
** He was probably just being metaphorical. As a salesman-turned-science philanthropist (Of a sort), he probably likes using such odd language in an attempt to get on a customer's good side.
[[/folder]]

[[folder: Stalemate Booby Trap]]
* Three questions about the Booby Trap at the end of the game: 1. How did Wheatley even think that he should booby trap the button? Knowing him, he should have forgotten about the whole thing after the transfer! 2: If you pause before the trap goes off, you'll notice it's made out the the bombs used in the fight. The bombs in the fight explode on contact, and these bombs didn't have anything holding them up, so how come these didn't just blow up while Wheatley was making the trap? 3: The Stalemate Button didn't appear to be damaged, so couldn't Chell have just ran over and pressed it? The doors has been blown off by the trap, she wasn't dead, and Wheatley didn't have any sort of way of stopping her!
** Ok, in order: 1. It's mentioned somewhere up above in another folder, that since Wheatley was designed by brilliant minds, he's programmed to make the worst decisions possible rather than necessarily being stupid. He shows himself to be fairly intelligent earlier in the game, so there is some evidence for that. Anyway, booby trapping the stalemate button was the worst possible decision to make because that means [=GLaDOS=] can't be plugged in to save the facility, so it'll explode instead. 2. Who's to say those bombs can only explode on contact? If they did, they'd blow up everything they touched including the launchers that fired them. So it's likely they can also be set to proximity detonate. 3. Wheatley expected the bombs to kill her, as he screams at her in surprise when he sees that Chell survived. As for Chell, not running to the stalemate button (even if it did survive the blast) she was clearly wounded and likely wouldn't have been able to make it in time, hence shooting a portal at the moon.
*** For 1. I didn't mean that. I meant, how would he even realize he should booby trap the button? He was probably too busy soaking in the power following the accidental fall of Chell and [=GLaDOS=], which would have been the ideal time to do it. Then he probably got the "itch" he mentions after the room where you first meet Frankenturrets and tried cheating the system by making Frankenturrets to solve the tests for him. He couldn't have done it while Chell and [=GLaDOS=] were progressing through his tests, as he was watching them progress through.
*** Why would he forget about that? Even if someone is mad with power, they usually make sure that they protect what put them in power. I seriously doubt Wheatley would forget about the stalemate button, considering it put him in that position and can take him out of that position. Do you really think Wheatley can only do one thing at a time while in [=GLaDOS=]' body? For all we know, he did booby-trap the button immediately after punching [=GLaDOS=] and Chell into that pit, seeing as he clearly mellowed out after a while and got the itch to test then. Granted, at the time he likely had no reason to do so, but after they returned Wheatley had plenty of opportunities to set the trap (He rebuilt his entire lair to ensure he doesn't make the same mistakes as [=GLaDOS=], he could have done it at that point). He wasn't just watching Chell and [=GLaDOS=] progress through the chambers, he was also setting up the chambers and traps for them ahead of time, who's to say that's all he was doing. Hell he could have done it in the middle of his fight with Chell. You don't seem to understand how AIs work; even a moronic one like Wheatley is still capable of multitasking and seeing multiple perspectives at once, it really isn't that difficult for computers to do. If [=GLaDOS=] can do it, so can Wheatley.
[[/folder]]

[[folder:Offices in the elevator]]
* Just after old Aperture Enrichment Sphere #6, you begin climbing back out of Aperture. One obstacle is an elevator shaft with a stuck elevator. And, for some reason, offices within the elevator shaft... Why are there offices in an elevator shaft, with windows looking out into said shaft?
** Are you really questioning Aperture Science building practices? Their entire MO is doing everything in the most nonsensical and money-wasting manner possible. In-universe, it's possible that Aperture wanted their employees to get a look at all the famous people serving as test subjects, or to allow monitoring of test subjects without deviating them from their schedules.
[[/folder]]

[[folder:Daytime/Nighttime]]
* At the very end, when you shoot your portal at [[spoiler: the moon,]] it's night out, but when [[spoiler: you're on the moon, North America is in sunlight which should mean that it's daytime at Aperture.]] Unless I'm wrong with how sunlight works, is this a mistake?
** Probably falls under [[RuleOfCool Rule of Cool]]. Seeing Earth is an instantly recognizable [[WhamShot Wham Shot]] of "oh my God, we're on the surface of the ''moon''", and it doesn't work as well if the Earth is in shadow.
** Consider the fact that a short while later, Chell is deposited on the surface in daylight, and that it's a relatively well-known fact that the moon can be seen during the day, and the evidence points to the night sky being the blooper.
[[/folder]]

[[folder:[=GLaDOS=] and her potato body]]
* When you first find [=GLaDOS=] after you and her fall into the lower part of the facility, she is being pecked on by a crow. Except, why does she have any sense of touch in potato body to begin with? Yes, the fact that her normal core has sense of touch does require heavy use of the MST3KMantra, it doesn't make sense for her to be able to "feel" her potato parts.
** For whatever Godforsaken reason that crossed Cave Johnson's lemon-addled brain, he made his AIs capable of feeling pain--probably through electrical signals that translated to the AI's neural network. Wheatley simply transferred that AI core (chip, matrix, what have you) into a potato battery, and he was certainly vengeful enough at that point to include the pain registry. So it's likely not so much the potato as the AI core itself, getting electric shocks from the bird pecking away that translate into pain signals.
[[/folder]]

[[folder:Time problems]]
* So Aperture was perfectly fine on its own when [=GLaDOS=] was dead for years, but [[spoiler:put Wheatley in charge for 2 hours]] and everything goes to hell! If the reason for [[spoiler:the facility almost exploding when Wheatley was in charge]] was that "he made the bad decision to neglect the essential functions required to keep this facility from exploding", then how did [=GLaDOS=] maintain those functions while she was ''dead''?
** One theory constantly tossed around is that the facility was going to explode anyway, and that Wheatley just sped that process up.
** Perhaps there was autonomous functions that kept the facility from exploding, but Wheatley had the "great idea" to shut them off for one reason or another.
** It's stated in Lab Rat that the main power grid was knocked offline when [=GLaDOS=] was destroyed, likely meaning that there was some sort of emergency shutoff that turned off the nuclear reactor powering the facility, and everything we see in Portal 2 prior to her reactivation is the "reserve grid" mentioned in Lab Rat. When [=GLaDOS=] is reactivated, she turns the reactor back on, and Wheatley does something to it during his reign that causes it to start going critical.
[[/folder]]

[[folder: Wheatley's normal voice]]
* Why is Wheatley literally the only Aperture Science AI to not have any traces of synthesizers or computerization in his voice? Out-of-universe, he's supposed to sound like a fast-talking fool who's just making it up as he goes along, but in-universe, why should his voice sound completely human? Is it to invoke SimpletonVoice?
** I didn't remember any synthesizer in the Adventure Sphere's voice, but I went back and listened and you're right--Rick (and the defective turrets) do have a faint but noticeable electronic buzz to their voices. The closest to Wheatley's voice is the Anger Sphere. Maybe they're trying to invoke [[HumanityIsInfectious Humanity is Infectious]], since he spends so much time watching over the smelly humans?
[[/folder]]

[[folder: How did Chell survive?]]
Specifically, how did she survive Bring Your Daughter To Work Day? We know she was there, as evidenced by the fact that she has a potato there, and we know that [=GLaDOS=] floods the enrichment center with neurotoxin on the same day. The fact that Chell was a test subject also means that she was probably still in there when the center was flooded, otherwise why would she come back later? So how did she survive?
** [=GLaDOS=] mentions the scientists putting the cores on her as an attempt to slow her down, and Wheatley is explicitly a core that was made, tested on her, and then discarded (as he's not in the first game.) So there has to have been a passage of time between [=GLaDOS=] being turned on for the first time and flooding the center and her taking complete control of the facility. Chell would just have to have escaped during Bring Your Daughter to Work Day, and come back as a test subject later when she was an adult and before [=GLaDOS=] took over (I think that there's an interview she has as a test subject that also supports this but it's been a while.) So, she clearly did come back. And for surviving that initial day, I guess she held her breath and ran.
[[/folder]]

[[folder: Conversion gel in the non-test areas]]
* Basically what it says: why were walls in areas where a portal gun wasn't expected to be taken into painted with conversion gel? Other than "conversion gel wasn't introduced until the sequel so here they're just white walls that can accept portals" (which is fine if that's the only postulation).
** My assumption was that any smooth, flat, static surface could accept a portal. Painting the walls with conversion gel just makes it easier for an otherwise non-ideal surface to do so. (My headcanon is that those walls being moved that you have to shoot a laser through for one puzzle were covered in the gel; that's why the portals stuck even though you're not supposed to be able to put portals on moving surfaces.)
** To reinforce that point: Conversion gel and/or moon rocks are ''not'' necessary for portals to work. Aperture was testing portals in the 60s and they didn't figure out that moonrock-based gel is a great "portal conductor" until the 80s. Cave Johnson even calls Conversion Gel-based portals "these new portals", clearly meaning that portals on other materials are old tech. Most of the portalable walls you see in the Enrichment Center are just concrete or some similar material.
[[/folder]]

[[folder: Where did all the gel pipes come from?]]
* So, after escaping Old Aperture, three gel pipes are connected to ones from the new facility, allowing gel to be transported into new test chambers. In Wheatley's tests and especially the endgame, gel pipes are almost EVERYWHERE. Even in places such as the Central Core chamber, which we've been in before. How come we didn't see any inactive gel pipes around before Chapter 6? I doubt Wheatley would start installing them, especially since they only become linked to the pumps after escaping Old Aperture.
** Well, the pipers in the modern facility aren't actually pipes meant for the gel. They are transport tubes that transports various things throughout the facility (which includes you and Wheatley at one point, and deadly neurotoxin, as GlaDOS tries to use it when she has you trapped). It could be possible the tubes may have previously been attached to the pipes in the older facility, much like how the newer facility was still attached to previous versions of it. Due to Chell activating the pumps for the gels, those tubes began to pump the gels upwards into the newer facility. So, the pipes were always attached to the new facility, it's just that no one ever thought that anyone would ever go down into the older sections of the facility to turn the pumps on. And eventually, the workers of the newer facility were unaware those pipes were connected, as well as the existence of previous facilities.
[[/folder]]
Is there an issue? Send a MessageReason:
Moving this to Portal 2


[[folder:Want You Gone]]
* "Goodbye my only friend . . . oh, did you think I meant you?" Wait, then who DID she mean?
** The Companion Cube, duh. (Alternatively, she was teasing.)
** [=GLaDOS=] is being very {{Tsundere}} with that line. She DOES mean Chell, but she wouldn't state it out-right like that, and would immediately deny calling Chell her only friend.
** Or [=GLaDOS=] was talking about [[spoiler:Caroline, since she was deleted]].
* "When I delete you maybe I'll stop feeling so [REDACTED]" Does she say "bad" or "GLaD"???
** It's "bad" -- turn on the subtitles and you see it.
* Here's my thought: this entire verse is dedicated to Caroline. "Goodbye my only friend" was directed at Chell, but then Caroline thought that [=GLaDOS=] was talking to her. "Oh, did you think I meant you?" was directed towards Caroline, along with the rest of the verse up until after "If I delete you maybe I'll stop feeling so bad."
[[/folder]]

Added: 1115

Changed: 13925

Removed: 42008

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Continuing cleanup


* Is [=GLaDOS=] truly insane, a master of psychology, or both at the same time IN A SCIENCE LAB ? And for that point... Is Chell mentally mature? She was in a "relaxation vault" which looks sufficiently much like a HumanPopsicle factory... So maybe she's a daughter or an Aperture Science Employee hailing from the Aperture Science Bring Your Daughter To Work Day?
** Sanity is a relative concept. [=GLaDOS=] was instructed to test the Aperture Science Handheld Portal Device, and wasn't given any ethical parameters under which to do so. She created a testing environment in which every function of the Aperture Science Handheld Portal Device would have to be used, with a suitable incentive provided for a subject to do so (survival). Everything in the game, even after Chell supposedly "escapes" is still part of the test protocol.
** Or so [=GLaDOS=] claims...
*** [=GLaDOS=] never actually claims that it's part of the test. She seems ''shocked'' when you escape, after all. This means that she's not planning on your escape, and the test is "done". However, she's a masterful liar. That means she's ''faking'' the shock, and it's a BatmanGambit intended to disable the inhibition cores.
*** But we really have no way of knowing if she really was shocked or not. I think it cheapens the gaming experience to think that she wanted you to escape. There's also no way of knowing whether or not she really knew what the Morality Core was.
*** 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.
** Sanity is relative to normal humans. [=GLaDOS=] isn't human. There is no reason she should act like one. She must have some semblance of humanity in order for people to relate to her, but making her so human as to be considered sane is going way overboard.

to:

* Is [=GLaDOS=] truly insane, a master of psychology, or both at the same time IN A SCIENCE LAB ? both? And for that point... Is point, is Chell mentally mature? She was in a "relaxation vault" which looks sufficiently much like a HumanPopsicle factory... So maybe she's a daughter or an Aperture Science Employee hailing from the Aperture Science Bring Your Daughter To Work Day?
** Sanity is a relative concept. [=GLaDOS=] was instructed to test the Aperture Science Handheld Portal Device, and wasn't given any ethical parameters under which to do so. She created a testing environment in which every function of the Aperture Science Handheld Portal Device would have to be used, with a suitable incentive provided for a subject to do so (survival). Everything in the game, even after Chell supposedly "escapes" is still part of the test protocol.
(survival).
** Or so [=GLaDOS=] claims...
*** [=GLaDOS=] never actually claims that it's part of the test. She seems ''shocked'' when you escape, after all. This means that she's not planning on your escape, and the test is "done". However, she's a masterful liar. That means she's ''faking'' the shock, and it's a BatmanGambit intended to disable the inhibition cores.
*** But we really have no way of knowing if she really was shocked or not. I think it cheapens the gaming experience to think that she wanted you to escape. There's also no way of knowing whether or not she really knew what the Morality Core was.
*** To each their own,
YMMV, 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 some are immediately and blindingly ''obvious'' that [=GLaDOS=] cannot be trusted, which is [[BadLiar the exact opposite result]] to that which a liar wants to accomplish.
accomplish.
** Sanity is relative to normal humans. [=GLaDOS=] isn't human. There is no reason also a WMG that even the escape portion was planned by [=GLaDOS=], as she should act like one. She must have some semblance of humanity in order for people needed someone to relate make it to her, but making her so human as to be considered sane is going way overboard.and detatch the morality cores.



* Why do you need to incinerate the companion cube in an Aperture Science Emergency Intelligence Incinerator — when there's an emancipation field at the exit that does the same thing?
** You can't get to the emancipation field without destroying the Cube. [=GLaDOS=] wills it to be so. Why? The Cube can't be destroyed by a circumstance that is out of Chell's control, no, Chell has to push the button and drop the Cube into the Intelligence Incinerator herself, and watch as the heart-covered friend is dropped into the fiery pit, and know it's all her fault. Still that imaginary chance that Chell could have avoided it.
** Because then there would be nothing to stop Chell from just dropping the cube and walking through the field without it. And [=GLaDOS=] clearly states, "State and local statutory regulations prohibit it from simply remaining here, alone and companionless."
** You don't see it burn. And you see it alive later. You do the math.
*** I think you mean 'intact'. I ''hope'' you mean 'intact'.
*** I don't think that's the same Companion Cube.
*** It's not. Use the glowing-ball machine to make burn marks on every side of the cube (don't worry, it doesn't harm it). No such marks appear on that other cube.
*** Do you really think it's impossible for [=GLaDOS=] to have given it a little buff-up? Just for the party? Perhaps by using an Aperture Science Emergency Depilitated Cranium Shiner?
*** Not at all. It would be an ASEDCS, and would not spell any vague (and incorrect) premonitions regarding Adrian Shepard. You can also tell it's not your cube at the end - if you lose your cube, a new one is dispensed from the dispenser, so [=GLaDOS=] just dispensed one of those. You can actually toss a Weighted Storage Cube (with cheats) into the incinerator - only the first cube is incinerated, and the rest simply stack up inside the incinerator.
*** Nonsense, it was merely a mistake on their part, they clearly meant the Aperture Science Emergency Depilated Overworked Cranium Shiner; the difference is important because it also massages the subject's cranium after a particularly stressful experience, such as being incinerated. The acronym is ASEDOCS, a clear reference to the excellent docking abilities of the Borealis. The disappearance of the cube and the stacking of susequent ones merely proves that the companion cube is fine; [=GLaDOS=] has the "incinerator" rigged to drop whatever is first dropped into it into the ASEDOCS, and isn't set up for other cubes, which then stack up.
*** The ending can't just pop in the ''exact'' same cube you were using previously.
*** On the contrary- the sequel does just that.

to:

* Why do you need to incinerate the companion cube in an Aperture Science Emergency Intelligence Incinerator when there's an emancipation field at the exit that does the same thing?
** You can't get to the emancipation field without destroying the Cube. [=GLaDOS=] wills it to be so. Why? The Cube can't be destroyed by a circumstance that is out of Chell's control, no, Chell has to push the button and drop the Cube into the Intelligence Incinerator herself, and watch as the heart-covered friend is dropped into the fiery pit, and know it's all her fault. Still that imaginary chance that Chell could have avoided it.
** Because then there would be nothing to stop Chell from just dropping the cube and walking through the field without it. And [=GLaDOS=] clearly states, "State and local statutory regulations prohibit it from simply remaining here, alone and companionless."
** You don't see it burn. And you see it alive later. You do the math.
*** I think you mean 'intact'. I ''hope'' you mean 'intact'.
*** I don't think that's the same Companion Cube.
*** It's not. Use the glowing-ball machine to make burn marks on every side of the cube (don't worry, it doesn't harm it). No such marks appear on that other cube.
*** Do you really think it's impossible for [=GLaDOS=] to have given it a little buff-up? Just for the party? Perhaps by using an Aperture Science Emergency Depilitated Cranium Shiner?
*** Not at all. It would be an ASEDCS, and would not spell any vague (and incorrect) premonitions regarding Adrian Shepard. You can also tell it's not your cube at the end - if you lose your cube, a new one is dispensed from the dispenser, so [=GLaDOS=] just dispensed one of those. You can actually toss a Weighted Storage Cube (with cheats) into the incinerator - only the first cube is incinerated, and the rest simply stack up inside the incinerator.
*** Nonsense, it was merely a mistake on their part, they clearly meant the Aperture Science Emergency Depilated Overworked Cranium Shiner; the difference is important because it also massages the subject's cranium after a particularly stressful experience, such as being incinerated. The acronym is ASEDOCS, a clear reference to the excellent docking abilities of the Borealis. The disappearance of the cube and the stacking of susequent ones merely proves that the companion cube is fine; [=GLaDOS=] has the "incinerator" rigged to drop whatever is first dropped into it into the ASEDOCS, and isn't set up for other cubes, which then stack up.
*** The ending can't just pop in the ''exact'' same cube you were using previously.
*** On the contrary- the sequel does just that.
it.



* The turrets are tripods with a narrow base and a very high center of gravity. If Chell is the only one alive, and [=GLaDOS=] has run at least one other person through the course since the neurotoxin incident, how are the turrets set up? They only have three limbs, and their entire upper body is one piece, so if they tried to lift one leg to tilt another turret upright, they would fall over, and they couldn't climb upright on their own. Heck, they couldn't even ''walk'' without constantly adjusting their center of gravity in a controlled fall, like humans do.
** It's shown near the end that turrets are transported and placed with a giant claw that has a network through the ceilings
** You might as well ask how she set up all the experiments in the first place. She probably has some combat androids packed away somewhere to do the heavy lifting.
** Evidenced by the new ending, the above is more or less confirmed, what with that thing dragging the protagonist away.
* I always did wonder why she would have turrets placed in closed rooms in service tunnels... Did she think the neurotoxins wouldn't work?
** What's wrong with having a backup plan?

to:

* The turrets are tripods with a narrow base and a very high center of gravity. If Chell is the only one alive, and [=GLaDOS=] has run at least one other person through the course since the neurotoxin incident, how are the turrets set up? They only have three limbs, and their entire upper body is one piece, so if they tried to lift one leg to tilt another turret upright, they would fall over, and they couldn't climb upright on their own. Heck, they couldn't even ''walk'' without constantly adjusting their center of gravity in a controlled fall, like humans do.
up?
** It's shown near the end that turrets are transported and placed with a giant claw that has a network through the ceilings
** You might as well ask how she set up all the experiments in the first place. She probably has some combat androids packed away somewhere to do the heavy lifting.
** Evidenced by the new ending, the above is more or less confirmed, what with that thing dragging the protagonist away.
* I always did wonder why she would have turrets placed in closed rooms in service tunnels... Did she think the neurotoxins wouldn't work?
** What's wrong with having a backup plan?
ceilings.



[[folder:Who turrets 'backstage', anyway?]]
* Why would [=GLaDOS=] have turrets placed in closed rooms in service tunnels... did she think the neurotoxins wouldn't work?
** What's wrong with having a backup plan?
[[/folder]]



* What was up with the "victory candescence", anyway? I mean, you've got your test subject testing out your neat portal gun, you've been nothing but helpful to her (well, except for making her destroy the companion cube, but even that could be forgiven with time), and then you put your test subject (and that portal gun you've been testing, btw) into an easily-escaped death trap. Thereby giving Chell the motivation to tear you apart and destroy you. Didn't she realize that she could have avoided all this if she had just given you the cake as promised and let you go on your merry way? Either this is all [[ThePlan some kind of plan]] on the part of [=GLaDOS=], or she is an [[WhatAnIdiot enormous idiot]].

to:

* What For the most part, Chell was up with the "victory candescence", anyway? I mean, you've got your test subject testing out your neat portal gun, you've been nothing but helpful to her (well, except for making her destroy complacent in following [=GLaDOS=]'s orders, even when destroying the companion cube, but even that could be forgiven with time), and then you put your test subject cube. Then, [=GLaDOS=] puts her (and that the portal gun you've been testing, btw) gun; true she says it can survive but she'd still need to retrieve it somehow) into an easily-escaped death trap. Thereby giving Chell the motivation to tear you apart and destroy you. Didn't she realize that she could have avoided all this if she had just given you the cake as promised and let you go on your merry way? Either this is all [[ThePlan some kind of plan]] on the part of [=GLaDOS=], , or she is an [[WhatAnIdiot enormous idiot]].



** I note you mention the portal gun. I hope you mention it, since its the way for Chell to escape the death trap, not because you think the portal gun would be at all affected by it. [=GLaDOS=] mentions that it can survive the temperature.
*** It's mentioned because the portal gun is ''cool.'' Would you want to kill somebody who gave you that to try out?
** That was her plan. [=GLaDOS=] is ''Still Alive'', after all - the "cores" you destroyed were merely inhibiting her functions (remember that destroying the morality core enabled the neurotoxin emitters?)

to:

** I note you mention There is also a WMG that even the portal gun. I hope you mention it, since its the way for Chell to escape the death trap, not because you think the portal gun would be at all affected by it. [=GLaDOS=] mentions that it can survive the temperature.
*** It's mentioned because the portal gun is ''cool.'' Would you want to kill somebody who gave you that to try out?
** That
portion was planned by [=GLaDOS=], as she needed someone to make it to her plan. [=GLaDOS=] is ''Still Alive'', after all - the "cores" you destroyed were merely inhibiting her functions (remember that destroying and detatch the morality core enabled the neurotoxin emitters?)cores.



** She's put you into dangerous situations in the interest of "testing". Presumably the morality core has... ''loopholes''.
** Likely the Morality Core doesn't prevent her from putting you in dangerous situations, but only prevents her from directly trying to kill you.

to:

** She's put you into dangerous situations in the interest of "testing". Presumably the morality core has... ''loopholes''.
** Likely
Perhaps the Morality Core doesn't prevent her from putting you in dangerous situations, but only prevents her from directly trying to kill you.



** Also, the actual backstory surrounding the Morality Core is a little vague. If the one she has in the game is the same one she has in the Lab Rat comic, then we have every reason to believe that it doesn't actually work at all, since she later obtained neurotoxin under false pretenses and proceeded to kill everyone but Rattmann. (This makes her waiting for you to incinerate it some kind of sick mind game on her part, probably intended to make you think that her losing her "morality" is [[NiceJobBreakingItHero all your fault]]). If another one was installed between Bring Your Daughter to Work Day and the events of Portal, then anything goes. Maybe it worked, and maybe it didn't.
** Notice that in the Lab Rat tie-in comic, Rattmann likens the Morality Core to a conscience, and [[LampshadeHanging lampshades]] what is universally known about the conscience.
-->'''''It can be ignored.'''''
** Also notice that GLADOS TELLS YOU HERSELF that the portal gun can survive the incinerator (by telling you the temperature range it works at). If we make the assumption the the morality core won't allow [=GLaDOS=] to directly kill Chell, only put her in dangerous situations which have a way out, it makes perfect sense; because of the core, [=GLaDOS=] had to tell you how to escape the trap she threw you into. Being a full AI though, she can loophole the programming by hiding the useful information in unrelated banter.

to:

** Also, the The actual backstory surrounding the Morality Core is a little vague. If the one she has in the game is the same one she has in the Lab Rat comic, then we have every reason to believe that it doesn't actually work at all, since she later obtained neurotoxin under false pretenses and proceeded to kill everyone but Rattmann. (This makes her waiting for you to incinerate it some kind of sick mind game on her part, probably intended to make you think that her losing her "morality" is [[NiceJobBreakingItHero all your fault]]). If another one was installed between Bring Your Daughter to Work Day and the events of Portal, then anything goes. Maybe it worked, and maybe it didn't.
** Notice Note that in the Lab Rat tie-in comic, Rattmann likens the Morality Core to a conscience, and [[LampshadeHanging lampshades]] what is universally known about the conscience.
-->'''''It
conscience. ''It can be ignored.'''''
ignored''.
** Also notice Note that GLADOS TELLS YOU HERSELF that [=GLaDOS=] makes a point of mentioning the portal gun can survive the incinerator (by telling you the temperature range it works at). If we make the assumption the the morality core won't allow [=GLaDOS=] to directly kill Chell, only put her in dangerous situations which have a way out, out - which would classify it as a "test" - it makes perfect sense; because of the core, [=GLaDOS=] had to tell you how to escape the trap she threw you into. Being a full AI though, she can loophole the programming by hiding the useful information in unrelated banter.sense.



* What is Android Hell? Was there something I missed?
** [[Series/RedDwarf Filled with photocopiers]] apparently.
** Er, yes? The turret course that Chell ran through was designed for combat androids (so [=GLaDOS=] claims). Android Hell may be a reference to Red Dwarf's Silicon Heaven, or it could just be two writers with similar tone coming at the same joke, being that the more complex and overdesigned AI becomes, the more human-like it will be, and thus the harder it will be to control - so we'll end up applying to them what some have very cynically suggested is a method for pacifying and controlling humans; i.e. religion. "Don't do this, or we'll send you to hell." All just because we wanted a smarter refrigerator (or machine gun, in this instance). It's a bit like the 'cheerful doors' gag in Franchise/TheHitchhikersGuideToTheGalaxy taken to the logical extreme. I, for one, can definitely see the [[MadScientist unique]] [[CloudCuckooLander minds]] at Aperture Science hitting upon that solution, considering they turned a de-icer into a murderously passive-aggressive artificial intelligence obsessed with cake.
*** Red Dwarf or {{WesternAnimation/Futurama}}'s Robot Hell, either-or.
** What bugs me is more of a weird fandom thing. Almost every site that offers fan theories on Portal takes the "welcome, android" scene, quotes it out of context, and starts forming ideas about how Chell might be a robot. [=GLaDOS=] explains in the elevator exactly why you're being called an android: the test chamber is actually a "live fire course" for military androids (or, she's just messing with you again. Whatever, it doesn't diminish my point. Which I'm getting to). It's a very clever bit of writing and a very funny scene. ''Stop ruining it for me with your crippling need to be seen as insightful/original on the interwebz''.
** 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?

to:

* What is Android Hell? Was there something I missed?
Hell?
** [[Series/RedDwarf Filled with photocopiers]] apparently.
** Er, yes? The turret course that Chell ran through was designed for combat androids (so
[=GLaDOS=] claims). Android Hell may be taking a reference to page out of Red Dwarf's Silicon Heaven, or it could Heaven (or possibly just be two writers with similar tone coming at the same joke, being great minds think alike), but tldr is that the more complex and overdesigned AI becomes, the more human-like it will be, and thus the harder it will be to control - so we'll end up applying to them what some have very cynically suggested is a method for pacifying and controlling humans; i.e. religion. "Don't do this, or we'll send you to hell." All just because we wanted a smarter refrigerator (or machine gun, in this instance). It's a bit like the 'cheerful doors' gag in Franchise/TheHitchhikersGuideToTheGalaxy taken to the logical extreme. I, for one, can definitely see the [[MadScientist unique]] [[CloudCuckooLander minds]] at Aperture Science hitting upon that solution, considering they turned a de-icer into a murderously passive-aggressive artificial intelligence obsessed with cake.\n*** Red Dwarf or {{WesternAnimation/Futurama}}'s Robot Hell, either-or.\n** What bugs me is more of a weird fandom thing. Almost every site that offers fan theories on Portal takes the "welcome, android" scene, quotes it out of context, and starts forming ideas about how Chell might be a robot. [=GLaDOS=] explains in the elevator exactly why you're being called an android: the test chamber is actually a "live fire course" for military androids (or, she's just messing with you again. Whatever, it doesn't diminish my point. Which I'm getting to). It's a very clever bit of writing and a very funny scene. ''Stop ruining it for me with your crippling need to be seen as insightful/original on the interwebz''.\n** 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? ?



[[folder:Layout of the second half]]
* What really bugs me about the game is that it doesn't really try to hide the fact that the second part (in the "factory" style) is just an obstacle course too. Most of it is filled with lots of [[CowTools GNDN]] pistons and, apart from a few cube transporting tubes and some offices, there is nothing that even suggests that it was built for a reason other than test your skills and the neat gun. Take for instance the huge room where you're suddenly surrounded by ten turrets, and you have to do a triple fling to reach the next area. Or the shaft where you're at the bottom and there are numerous pistons doing ''nothing'' but going back and forth above your head. Or the room with the six pistons which when you walk over them drop you into a room with three turrets. Why do people even think this wasn't intended by the Enrichment Center designers?
** Not only this, but there are always conveniently located portalable surfaces everywhere you go. Obviously it really just is an obstacle course for gameplay value, but the immersion does suffer at this point.
** They do?
** People think it's intended by [=GLaDOS=], who has complete control of all the pistons, turrets, and other components.
** 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?).
-->[[Machinima/FreemansMind Freeman]]: ''That means there's '''NO POINT TO THIS WHOLE ROOM!''' ''
** It's Aperture Science. The same company that turned a fuel injection system ice inhibitor into an insane-by-human-standards AI who has complete control over the facility, and decided that the best way to go about creating a better shower curtain was by building a device that bends time and space. Why ''not'' build a room full of turrets like that? And that piston room is behind wire, so it might be intended to test the durability of things. Or it might be there because ''Cave Johnson wanted a room full of goddamn pistons''.
*** Near the end of his life, the guy who founded Aperture Science became, somehow, convinced that time was going backwards, hence, the neurotoxin emitters, which he believed to be removing. Who's to say he DIDN'T add those deathtraps, believing he was removing them?
*** Except that the Lab Rat comic explicitly states that the facility didn't even ''have'' neurotoxin emitters until [=GLaDOS=] took over the facility, which is after Cave himself had passed away. The comic explicitly shows that it was [=GLaDOS=] who had these installed ForScience. Ergo, crazy as he was, Cave Johnson had absolutely nothing to do with the neurotoxin in the newer facility.
*** The comic doesn't "explicitly state" any of what you said. [=GLaDOS=] said she needed "a little neurotoxin", but nowhere does the comic say that they didn't already have neurotoxin generators or emitters. I always took her statement to mean that she needed access to some neurotoxin, or that she needed to be able to generate neurotoxin, not that she needed the equipment installed.

* 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?

to:

[[folder:Layout of the second half]]
* What really bugs me about the game is that it doesn't really try to hide the fact that the second part (in the "factory" style) is just an obstacle course too. Most of it is filled with lots of [[CowTools GNDN]] pistons and, apart from a few cube transporting tubes and some offices, there is nothing that even suggests that it was built for a reason other than test your skills and the neat gun. Take for instance the huge room where you're suddenly surrounded by ten turrets, and you have to do a triple fling to reach the next area. Or the shaft where you're at the bottom and there are numerous pistons doing ''nothing'' but going back and forth above your head. Or the room with the six pistons which when you walk over them drop you into a room with three turrets. Why do people even think this wasn't intended by the Enrichment Center designers?
** Not only this, but there are always conveniently located portalable surfaces everywhere you go. Obviously it really just is an obstacle course for gameplay value, but the immersion does suffer at this point.
** They do?
** People think it's intended by [=GLaDOS=], who has complete control of all the pistons, turrets, and other components.
** 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?).
-->[[Machinima/FreemansMind Freeman]]: ''That means there's '''NO POINT TO THIS WHOLE ROOM!''' ''
** It's Aperture Science. The same company that turned a fuel injection system ice inhibitor into an insane-by-human-standards AI who has complete control over the facility, and decided that the best way to go about creating a better shower curtain was by building a device that bends time and space. Why ''not'' build a room full of turrets like that? And that piston room is behind wire, so it might be intended to test the durability of things. Or it might be there because ''Cave Johnson wanted a room full of goddamn pistons''.
*** Near the end of his life, the guy who founded Aperture Science became, somehow, convinced that time was going backwards, hence, the neurotoxin emitters, which he believed to be removing. Who's to say he DIDN'T add those deathtraps, believing he was removing them?
*** Except that the Lab Rat comic explicitly states that the facility didn't even ''have'' neurotoxin emitters until [=GLaDOS=] took over the facility, which is after Cave himself had passed away. The comic explicitly shows that it was [=GLaDOS=] who had these installed ForScience. Ergo, crazy as he was, Cave Johnson had absolutely nothing to do with the neurotoxin in the newer facility.
*** The comic doesn't "explicitly state" any of what you said. [=GLaDOS=] said she needed "a little neurotoxin", but nowhere does the comic say that they didn't already have neurotoxin generators or emitters. I always took her statement to mean that she needed access to some neurotoxin, or that she needed to be able to generate neurotoxin, not that she needed the equipment installed.

[[folder:Aperture's layout]]
* 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?down?



* Something that's bugged me for a little bit: given that you die instantly the moment you touch the "water" and there are signs telling you not to drink it (why Aperture Science thinks their test subjects would want to drink water off a floor is something of a mystery, but anyways), I always assumed it was some kind of corrosive acid. But when you jump onto the platforms in chamber 14 (the one with the complimentary victory lift), the platforms that have been submerged in this acid stuff, the soles of your bare feet are fine. No pain whatsoever. Do the platforms just dry off really fast? Is it something with the heel springs? What ''is'' the "water" anyways?
** Small quantities shouldn't be a problem. And that's assuming the "acid" is killing you and not, say, your ASHPD shorting out.
*** Which makes sense considering she warns you about submerging it just after you get it.
** There are some materials, like certain metal alloys, that are resistant to acidic corrosion. The platforms could be made of something like that.
** Metal alloys? Plastics are more practical.

to:

* Something that's bugged me for a little bit: given Given that you die instantly the moment you touch the "water" and there are signs telling you not to drink it (why Aperture Science thinks their test subjects would want to drink water off a floor is something of a mystery, but anyways), I always assumed it was seemed to be some kind of corrosive acid. But when you jump onto the platforms in chamber 14 (the one with the complimentary victory lift), 14, the platforms that have been submerged in this acid stuff, the soles of your bare feet are fine. No pain whatsoever. Do the platforms just dry off really fast? Is it something with the heel springs? What ''is'' the "water" anyways?
whatsoever.
** Small quantities shouldn't be a problem. And that's assuming the "acid" is killing you and not, say, your ASHPD shorting out.
*** Which makes sense considering she warns
out. Remember [=GLaDOS=] did warn you about submerging it just after you get it.
** There are some materials, like certain metal alloys, that are resistant to acidic corrosion. The platforms could be made of something like that.
** Metal alloys? Plastics are more practical.
it.



*** Uh... at the risk of pointing out the obvious, you had the boots in the first game as well. They can be resistant to the liquid as well. By the way, who said that liquid was water. Looked pretty obviously corrosive to me.
*** 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 seen in the comic that the original springs were trashed when the party associate dragged Chell away, and were replaced with the boots.
** 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



* Something that bugs me is the idea that [=GLaDOS=] planned everything out. The ending song doesn't seem to be a sincere declaration of everything going to her plan, it seemed more like a childish attempt to save face. "You think you won? Well, that's just what I wanted to happen anyways."
** Yeah, why did that idea gain such a foothold? [=GLaDOS=] always struck me as, well, stupid. She's not even very good at pretending she doesn't want to kill you; it's like if SHODAN had a bad short and exchanged her god-complex for the mentality of a six-year-old.
** Hell, the whole idea that this game has a plot more complex than "crazy computer makes you run through a death course for some reason" bugs me. What is it about this one game that leads people to massively overanalyse every line, piece of scenery and gameplay mechanic to come up with the story the developers were clearly trying to tell (which strangely never seems to have anything in common with what the next guy interprets it as)? EpilepticTrees even tend to include your character's ability to come back to life after dying and the fact that every obstacle can be passed, as if they were hugely significant to the amazingly subtle plot despite the fact that these two features are found in ''almost every game ever made''.
*** The plot is quite sparse and mysterious and leaves plenty open to speculation, and for some reason it seems to have hit Critical [[EpilepticTrees Epileptic Tree]] Mass. After that, perhaps more people started overanalysing it just to join in the fun.
*** Where I come from sparse is the exact opposite of "deeper and more complex than 'computer puts you through death course for shits and giggles and spends the second half of the game taunting you just 'cause.'". Or maybe that's just me.
*** 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...
*** So, yeah, "annoying" rather than "fun". Also, I have no idea what [=GLaDOS=] "seems to be" either.
** 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, 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.

to:

* Something that bugs me is the idea that [=GLaDOS=] planned everything out.Regarding a common WMG. The ending song doesn't seem to be a sincere declaration of everything going to her plan, it seemed more like a childish attempt to save face. "You think you won? Well, that's just what I wanted to happen anyways."
** Yeah, why did that idea gain such a foothold? [=GLaDOS=] always struck me as, well, stupid. She's not even very good at pretending she doesn't want to kill you; it's like if SHODAN had a bad short and exchanged her god-complex for the mentality of a six-year-old.
** Hell, the whole idea that this game has a plot more complex than "crazy computer makes you run through a death course for some reason" bugs me. What is it about this one game that leads people to massively overanalyse every line, piece of scenery and gameplay mechanic to come up with the story the developers were clearly trying to tell (which strangely never seems to have anything in common with what the next guy interprets it as)? EpilepticTrees even tend to include your character's ability to come back to life after dying and the fact that every obstacle can be passed, as if they were hugely significant to the amazingly subtle plot despite the fact that these two features are found in ''almost every game ever made''.
*** The plot is quite sparse and mysterious and leaves plenty open to speculation, and for some reason it seems to have hit Critical [[EpilepticTrees Epileptic Tree]] Mass. After that, perhaps more people started overanalysing it just to join in the fun.
*** Where I come from sparse is the exact opposite of "deeper and more complex than 'computer puts you through death course for shits and giggles and spends the second half of the game taunting you just 'cause.'". Or maybe that's just me.
*** 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...
*** So, yeah, "annoying" rather than "fun". Also, I have no idea what [=GLaDOS=] "seems to be" either.
** 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]], both, and is both brilliant and insane, 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.
**
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.insanity.



** ... it's a ''test device''. Applying it for practical purposes is ''not the point''. There are plenty of uses it could be applied for. Hell, since momentum is conserved through portals, and assuming no energy-drain due to that, you basically got a free energy device ''right there''.
** Shower curtain, duh. Make a portal into a shower with four walls and deactivate it, and you remove both [[http://en.wikipedia.org/wiki/Shower-curtain_effect the shower curtain effect]] and any leakage.
** Dude, the question is what ''couldn't'' you use a portal gun for? You could use it to break into any building, scale any height, go anywhere in an instant, redirect projectiles, easily move heavy objects, drop your foes from incredible heights, and those are only the obvious uses. Sure, there are a few limitations, but technology marches on and it's only a matter of time before those limitations are eliminated.

to:

** ... it's It's a ''test device''. Applying it for practical purposes is ''not the point''. There are plenty of uses it could be applied for. Hell, since momentum is conserved through portals, and assuming no energy-drain due to that, you basically got But honestly, a free energy device ''right there''.
** Shower curtain, duh. Make a portal into a shower with four walls and deactivate it, and you remove both [[http://en.wikipedia.org/wiki/Shower-curtain_effect the shower curtain effect]] and any leakage.
** Dude, the
better question is what ''couldn't'' you use a portal gun for? You could use it to break into any building, scale any height, go anywhere in an instant, instant (including ''the Moon'', NASA will be thrilled and the travel industry will be devastated), create an infinite waterfall and by extension infinite hydroelectic power with a turbine, redirect projectiles, easily move heavy objects, objects (hello, EasyLogistics), drop your foes from incredible heights, and those are only the obvious uses. Sure, there are a few limitations, but technology marches on and it's only a matter of time before those limitations are eliminated. uses.



*** It always seemed to me that the portals work on several difference smooth surfaces, and that the moon dust is just an excellent conductor for it, so it's what's making up a lot of the panels in the testing chambers. You can shoot portals at pure concrete in the second game. And concrete is pretty common.
** 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 [[spoiler: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 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.
** I still find it funny that the "perfect shower curtain" couldn't be waterproofed.
*** Retractable into a waterproofed box above the showerhead, or even build it into the walls (since we still don't exactly know how the first couple of portals were made, and the portals themselves don't seem to be weak against water). Assuming a healthy range of human buoyancy and a waterproof hair-trap detangler, or that [=GLaDOS=] is lying, it would be simple to design a shower to allow the Aperture Science Wall-Mounted Portal Device its full capability as a perfect shower curtain. Heck, if the portals are, in fact, waterproof, it would also be the perfect drain trap, since you could cover the floor with tiny portals and deactivate them, thus having both traction when active and a slick linoleum floor off of which to scrape the hair when inactive (since there would be no grate for the hair to stay tangled up around).
*** No need for that. [=GLaDOS=] can make portals in certain rooms without using the gun. That's how she gets you out of your cell.
** Build guns that fire linked portals (remember, in the first stages of the game, the gun is two guns, only one of which is held by Chell). Put one in San Francisco and another in New York City. Fire each one at a wall. You've just killed the airline industry.
** OR put one in New York...and the other one in a probe to Mars. Et Voila!Instant Planet Colonisation For Everybody!And lets don' start abou other stars...
*** Wouldn't opening a doorway into the vacuum of space in the middle of New York have....negative results?
*** Mars isn't a vaccuum, it has a thin carbon dioxide atmosphere. While leaving the portal open for extended periods might be harmeful to the earth in general, there would be no immediate negative effects.
*** you know, we ''do'' have these cool things called "airlocks" that allow passage into a no-atmosphere environment while keeping the regular air where it's supposed to be...
*** Funny how you say that, ''Portal 2''...
*** And perhaps the automobile industry. And elevator and escalator industries. And shipping industries.
** Set up a Terminal Velocity portal pair in a tube, add turbines and water. Viola, place-anywhere limitless hydroelectric power.
** Torture device. Put a portal above and below someone with them chained to the walls (so they don't fall through. Strip them down, and then leave them there, but feed them alot. If they have to go, they go on themselves. Lets say someone is afraid of mice. Put them in a room, put a portal on the ceiling, and then fill a room with mice. Then put a portal on the floor of that room. It's now raining mice. Someone is afraid of falling. Permafall until they talk.
*** For that matter, aversion therapy. Drop an acrophobic person through a low portal. When they're comfortable with that, drop them from the portal into another low portal. When they are comfortable with that, give them a vomit suppressant and drop them through a looped portal, then wait until they stop screaming and drop them into a thick foam room to be declared cured, calmed out of the catatonia (if possible) and put into round two, or calmed out of the catatonia (if possible) and sent home.
*** [[FridgeLogic Or just kill them from shock or a heart attack]]. [[SincerityMode Was that your attempt at [=GLaDOS=]-esque humour?]]
*** The "until they stop screaming" and "calmed out of the catatonia" parts were (although not intended to be [=GLaDOS=]-esque in particular). Everything else was perfectly sincere, since aversion therapy is ([[CuckoosNest usually]]) completely voluntary.
** Those uses are all trivial compared to that [[http://www.pennyarcademerch.com/pat070441.html Penny Arcade shirt]].
*** [[StopHavingFunGuys ...which, assuming that's a full-grown adult, looks incredibly painful.]]
*** Um, how would that be painful?
** Portal 2 reveals [[spoiler: the gun can shoot as far as the freaking ''moon'']]. Obviously you don't need to be that close.
** The portal technology would revolutionize nearly ''every'' major sector.
*** Industry: everything from harvesting resources, to manufacturing/construction to transportation and storage.
*** Science: what physicist would not orgasm in their lab-coat at the idea of having a real portal gun?
*** Military: From the obvious "redirect an enemy's shells/rockets back at them" to more esoteric uses like espionage and accelerating non-powder projectiles to terminal velocity.
*** Law enforcement: Portal tech could prove very useful in chases and detainment.
*** Emergency services: Imagine firefighters portaging into a burning building, pulling out the victims, then shooting water through the portals to stop the inferno at its source while the paramedics portal injured people to the hospital.
*** Travel: pretty much ''everything''.
*** Agriculture: Think how easily portal tech could be adapted to functions like fertilizing, irrigation, and harvesting.
*** Art: Imagine to possibilities of using portal tech to create new, dynamic mediums.
*** Sports: Imagine portal obstacle courses as athletic events. Throw in a ball and some other players, and you have yourself a new team sport.
*** Sex: let's just say the glory-hole niche would have something to get excited about.
*** Crime: Forget mere trespassing and vandalism made easy. Portal devices in the hands of smugglers could make it very hard to catch them moving contraband, and an assassin can use portals to frame someone else for murder (like ''you'' didn't [[spoiler: kill [=GLaDOS=] - technically, her rocket turret did.]]) Also obvious applications for theft, kidnapping, and anything else where a criminal wanted to get in and out quickly.

to:

*** It always seemed to me that the portals work on several difference smooth surfaces, and that the That's a common misunderstanding. Many materials conduct portals; moon dust is just an excellent conductor for it, so it's what's making up a lot happened to be one of them. Most of the panels in the testing chambers. You can shoot portals at pure concrete in the second game. And concrete is pretty common.
** 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 [[spoiler: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 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.
** I still find it funny that the "perfect shower curtain" couldn't be waterproofed.
*** Retractable into a waterproofed box above the showerhead, or even build it into the walls (since we still don't exactly know how the first couple of portals were made, and the portals themselves don't seem to be weak against water). Assuming a healthy range of human buoyancy and a waterproof hair-trap detangler, or that [=GLaDOS=] is lying, it would be simple to design a shower to allow the Aperture Science Wall-Mounted
Portal Device its full capability as a perfect shower curtain. Heck, if the portals are, in fact, waterproof, it would also be the perfect drain trap, since you could cover the floor with tiny portals and deactivate them, thus having both traction when active and a slick linoleum floor off of which to scrape the hair when inactive (since there would be no grate for the hair to stay tangled up around).
*** No need for that. [=GLaDOS=] can make portals in certain rooms without using the gun. That's how she gets you out of your cell.
** Build guns that fire linked portals (remember, in the first stages of the game, the gun is two guns, only one of which is held by Chell). Put one in San Francisco and another in New York City. Fire each one at a wall. You've just killed the airline industry.
** OR put one in New York...and the other one in a probe to Mars. Et Voila!Instant Planet Colonisation For Everybody!And lets don' start abou other stars...
*** Wouldn't opening a doorway into the vacuum of space in the middle of New York have....negative results?
*** Mars isn't a vaccuum, it has a thin carbon dioxide atmosphere. While leaving the portal open for extended periods might be harmeful to the earth in general, there would be no immediate negative effects.
*** you know, we ''do'' have these cool things called "airlocks" that allow passage into a no-atmosphere environment while keeping the regular air where it's supposed to be...
*** Funny how you say that, ''Portal 2''...
*** And perhaps the automobile industry. And elevator and escalator industries. And shipping industries.
** Set up a Terminal Velocity portal pair in a tube, add turbines and water. Viola, place-anywhere limitless hydroelectric power.
** Torture device. Put a portal above and below someone with them chained to the walls (so they don't fall through. Strip them down, and then leave them there, but feed them alot. If they have to go, they go on themselves. Lets say someone is afraid of mice. Put them in a room, put a portal on the ceiling, and then fill a room with mice. Then put a portal on the floor of that room. It's now raining mice. Someone is afraid of falling. Permafall until they talk.
*** For that matter, aversion therapy. Drop an acrophobic person through a low portal. When they're comfortable with that, drop them from the portal into another low portal. When they are comfortable with that, give them a vomit suppressant and drop them through a looped portal, then wait until they stop screaming and drop them into a thick foam room to be declared cured, calmed out of the catatonia (if possible) and put into round two, or calmed out of the catatonia (if possible) and sent home.
*** [[FridgeLogic Or just kill them from shock or a heart attack]]. [[SincerityMode Was that your attempt at [=GLaDOS=]-esque humour?]]
*** The "until they stop screaming" and "calmed out of the catatonia" parts
I were (although not intended to be [=GLaDOS=]-esque in particular). Everything else was perfectly sincere, since aversion therapy is ([[CuckoosNest usually]]) completely voluntary.
** Those uses are all trivial compared to that [[http://www.pennyarcademerch.com/pat070441.html Penny Arcade shirt]].
*** [[StopHavingFunGuys ...which, assuming that's a full-grown adult, looks incredibly painful.]]
*** Um, how would that be painful?
** Portal 2 reveals [[spoiler: the gun can shoot as far as the freaking ''moon'']]. Obviously you don't need to be that close.
** The portal technology would revolutionize nearly ''every'' major sector.
*** Industry: everything from harvesting resources, to manufacturing/construction to transportation and storage.
*** Science: what physicist would not orgasm in their lab-coat at the idea of having a real portal gun?
*** Military: From the obvious "redirect an enemy's shells/rockets back at them" to more esoteric uses like espionage and accelerating non-powder projectiles to terminal velocity.
*** Law enforcement: Portal tech could prove very useful in chases and detainment.
*** Emergency services: Imagine firefighters portaging into a burning building, pulling out the victims, then shooting water through the portals to stop the inferno at its source while the paramedics portal injured people to the hospital.
*** Travel: pretty much ''everything''.
*** Agriculture: Think how easily portal tech could be adapted to functions like fertilizing, irrigation, and harvesting.
*** Art: Imagine to possibilities of using portal tech to create new, dynamic mediums.
*** Sports: Imagine portal obstacle courses as athletic events. Throw in a ball and some other players, and you have yourself a new team sport.
*** Sex: let's just say the glory-hole niche would have something to get excited about.
*** Crime: Forget mere trespassing and vandalism
made easy. Portal devices in the hands of smugglers could make it very hard to catch them moving contraband, and an assassin can use portals to frame someone else for murder (like ''you'' didn't [[spoiler: kill [=GLaDOS=] - technically, her rocket turret did.]]) Also obvious applications for theft, kidnapping, and anything else where a criminal wanted to get in and out quickly.concrete.



* The main entry states that the Aperture Science labs are an ElaborateUndergroundBase, but is there any evidence that it's underground? The website does not count considering [[AIIsACrapshoot who]] provides the info.
** Sounds like a good thing to bring up on the discussion page of the main entry. Now... What bugs you?
** Simple: Chell ends up on the surface - above [=GLaDOS=]' chamber. To reach that chamber, you have to cover quite some vertical distance upwards.
** With Portal 2 out, it's made very, very, ''very'', clear that this lab runs ''deep'' below the Earth's surface.
* However, the end of Portal 2 made me scratch my head about this exact question: The roof of Wheatley's vault falls off and you see the moon. Which means that the roof must be on surface level. After [=GLaDOS=] has taken over again, she releases you and sends you on a loooooooooong elevator ride straight upwards, after which you finally reach the surface. The ride is much longer than it would take to reach the roof of [=GLaDOS=]' chamber. There's a wide field of wheat around you. No trace of a hole in the ground through which you could have seen the moon before. And although [=GLaDOS=] has certainly repaired the walls and roof of her chamber, she couldn't possible have filled a hole in the field on the surface and have grown wheat on it. The topology of the game definitely doesn't add up here.
** Well, then I guess we can assume that [=GLaDOS=] moved Chell out of that room before letting her go. [[WildMassGuessing I wonder why...]].
*** Did you honestly just forget that you spent the entire game ''in a facility that could restructure itself at will''?

to:

* The main /Main entry states that the Aperture Science labs are an ElaborateUndergroundBase, but is there any evidence that it's underground? The website does not count considering [[AIIsACrapshoot who]] provides the info.
** Sounds like a good thing to bring up on the discussion page of the main entry. Now... What bugs you?
** Simple: Chell ends up on the surface - above [=GLaDOS=]' chamber. To reach that chamber, you have to cover quite some vertical distance upwards.
**
With Portal 2 out, 2, it's made very, very, ''very'', clear that this lab runs ''deep'' below the Earth's surface.
* However, the end of Portal 2 made me scratch my head about this exact question: The roof of Wheatley's vault falls off and you see the moon. Which means that the roof must be on surface level. After [=GLaDOS=] has taken over again, she releases you and sends you on a loooooooooong elevator ride straight upwards, after which you finally reach the surface. The ride is much longer than it would take to reach the roof of [=GLaDOS=]' chamber. There's a wide field of wheat around you. No trace of a hole in the ground through which you could have seen the moon before. And although [=GLaDOS=] has certainly repaired the walls and roof of her chamber, she couldn't possible have filled a hole in the field on the surface and have grown wheat on it. The topology of the game definitely doesn't add up here.
** Well, then I guess we can assume that [=GLaDOS=] moved Chell out of that room before letting her go. [[WildMassGuessing I wonder why...]].
*** Did you honestly just forget that you spent the entire game ''in a facility that could restructure itself at will''?
surface.



* The final battle doesn't keep to the rules of human biology. If you were being gassed with a fast-acting poison that kills you in EXACTLY six minutes, you'd start to stumble, get dizzy, and have shortness of breath (at the very least) probably by minute 2 or so. This does not happen in the battle. Moving around is just as easy at the very beginning of the battle as it is toward the end.
** No, I thought the poison wasn't actually released until the end of the six minutes.
** But if I remember correctly, there's a gas coming out of the neurotoxin emitters during the entire battle.
*** [=GLaDOS=] starts emitting the neurotoxin immediately (the stuff you see), but then says she hasn't got enough to kill you, and starts making more - this takes six minutes. Presumably, you don't actually breathe any of the very little neurotoxin that's actually emitted. After the six minutes, the whole room is filled with neurotoxin, and you die very quickly.
*** Er, NO. The neurotoxin can be seen being released throughout the whole battle.
** Maybe the neurotoxin emitters were just full of dust from being idle so long, and [=GLaDOS=] just needed to purge the vents of the conveniently green-coloured dust while the neurotoxin was being made.
** Since the update showed that destroying [=GLaDOS=] was somehow related to the test itself, it's possible that it was just fake colored gas for the first 6 minutes and then when you "fail," she releases the real stuff and you drop dead.
** There's some DummiedOut dialogue from [=GLaDOS=] about how the neurotoxin emitters are actually empty/she has to make more/there's not enough to fill the room, etc.
** She has to WARM UP the neurotoxin emitters.
** 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.
*** "We asked this test subject to try and land on her head. See? She can't do it. Good work, boots!"
*** The boots aren't used in the first game, and the boots still wouldn't be able to stop her from colliding with things, or from landing on her head or side if there wasn't enough room for her to land on her feet.
** 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.
** If the neurotoxin is lighter than air then it must fill the whole room before it will kill Chell. That could take exactly 6 minutes.
*** 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.

to:

* The final battle doesn't keep to the rules of human biology. If you were being gassed with a fast-acting poison that kills you in EXACTLY six minutes, you'd start to stumble, get dizzy, and have shortness of breath (at the very least) probably by minute 2 or so. This does not happen in the battle. Moving around is just as easy at the very beginning of the battle as it is toward the end.
** No, I thought the poison wasn't actually released until the end of the six minutes.
** But if I remember correctly, there's a gas coming out of the neurotoxin emitters during the entire
battle.
*** [=GLaDOS=] starts emitting the neurotoxin immediately (the stuff you see), but then says she hasn't got enough to kill you, and starts making more - this takes six minutes. Presumably, you don't actually breathe any of the very little neurotoxin that's actually emitted. After the six minutes, the whole room is filled with neurotoxin, and you die very quickly.
*** Er, NO. The neurotoxin can be seen being released throughout the whole battle.
** Maybe the neurotoxin emitters were just full of dust from being idle so long, and [=GLaDOS=] just needed to purge the vents of the conveniently green-coloured dust while the neurotoxin was being made.
** Since the update showed that destroying [=GLaDOS=] was somehow related to the test itself, it's possible that it was just fake colored gas for the first 6 minutes and then when you "fail," she releases the real stuff and you drop dead.
** There's some DummiedOut dialogue from [=GLaDOS=] about how the neurotoxin emitters are actually empty/she has to make more/there's not enough to fill the room, etc.
** She has to WARM UP
etc. So the neurotoxin emitters.
** 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
greenish-yellow gas that's been emitting 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 walls was either 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 dust 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, rust 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.
*** "We asked this test subject to try and land on her head. See? She can't do it. Good work, boots!"
*** The boots aren't used in the first game, and the boots still wouldn't be able to stop her from colliding with things, or from landing on her head or side if there wasn't enough room for her to land on her feet.
** 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.
expired neurotoxin.
** If the neurotoxin is lighter than air then it must fill the whole room before it will kill Chell. That could take exactly up the 6 minutes.
*** That's actually pretty likely, as in
minutes. ''Portal 2'', [[spoiler: at 2'' even backs it up during the beginning of the fight with Wheatley,]] final boss fight, as the Announcer says "Neurotoxin level at capacity in five minutes." That wording suggests that the neurotoxin does, in fact, take needs a few minutes to fill the room.room for it to start having an effect.



** You do realize that it's [=GLaDOS=] you're talking about? Haven't you noticed all her other weird lines up until that point? It's purely for humor purposes.
** Chamber 14 actually has a shortcut, which makes the lift unnecessary. You deserve something for putting in all that effort going the long way, so you get a complimentary victory lift.

to:

** You do realize that it's [=GLaDOS=] you're talking about? Haven't you noticed all her other weird lines up until that point? It's purely for humor purposes.
** Chamber 14 actually has a shortcut, which makes the lift unnecessary. You deserve something for putting in all that effort going the long way, so you get a complimentary victory lift. Plus, it's [=GLaDOS=] we're talking about. All her other lines and quips are weird.



* What's really been bugging me is: what makes the portals? What kind of energy would that take? [=GLaDOS=] mentions something about "gamma-leaking portal technology", but gamma-rays are made up of waves and can't be captured in a container because they've got such a high frequency that they pass through everything. Is it some kind of cathode ray or radioactive/nuclear isotope maybe? I'm no scientist or engineer, so does anyone want to take a shot at some crackpot theories? Also, how does the portal gun get modified in chamber 11? I mean picking up another gun works for gameplay mechanics, but to make it into a plausible story is hard. My idea is that the gun in chamber 11 is some kind of dummy, and the test subject takes whatever generates the orange portals out of the dummy and puts it in the real gun. More crackpot theories?
** It's a technology that rips a hole in spatial physics. Do you expect a complex and scientifically accurate explanation of how that would work?
** I assumed that the portal gun doesn't actually make new portals every time it's used, it instead somehow stores two connected portals inside of it that it can "paint" on certain surfaces. A significant amount of energy was used initially to make the portals, but much less is is used to maintain/contain them.
** Cave Johnson has all the answers: Moonrocks. That is all.

to:

* What's really been bugging me is: what What makes the portals? What kind of energy would that take? [=GLaDOS=] mentions something about "gamma-leaking portal technology", but gamma-rays are made up of waves and can't be captured in a container because they've got such a high frequency that they pass through everything. Is it some kind of cathode ray or radioactive/nuclear isotope maybe? I'm no scientist or engineer, so does anyone want to take a shot at some crackpot theories? Also, how does the portal gun get modified in chamber 11? I mean picking up another gun works for gameplay mechanics, but to make it into a plausible story is hard. My idea is that 11?
** Perhaps
the gun in chamber 11 is some kind of dummy, and the test subject takes whatever generates the orange portals out of the dummy and puts it in the real gun. More crackpot theories?
** It's a technology that rips a hole in spatial physics. Do you expect a complex and scientifically accurate explanation of how that would work?
** I assumed that the portal gun doesn't actually make new portals every time it's used, it instead somehow stores two connected portals inside of it that it can "paint" on certain surfaces. A significant amount of energy was used initially to make the portals, but much less is is used to maintain/contain them.
** Cave Johnson has all the answers: Moonrocks. That is all.
gun.



** [[http://en.wikipedia.org/wiki/Entanglement_theory Quantum Entanglement]] the girls and boys at Aperture accidentally cracked open the secret to using [[http://en.wikipedia.org/wiki/Quantum_teleportation Quantum Teleportation]] with [[http://en.wikipedia.org/wiki/Classical_physics classical]] [[http://en.wikipedia.org/wiki/Information information]]
** 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.

to:

** [[http://en.wikipedia.org/wiki/Entanglement_theory Quantum Entanglement]] the girls and boys at Aperture accidentally cracked open the secret to using [[http://en.wikipedia.org/wiki/Quantum_teleportation Quantum Teleportation]] with [[http://en.wikipedia.org/wiki/Classical_physics classical]] [[http://en.wikipedia.org/wiki/Information information]]
** Assuming that the ASPHD gun you run around with is an improvement of the Aperture Science Quantum Tunneling Device, it uses quantum tunneling, not entanglement.tunneling. 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.



* So, I just found [[http://trollscience.com/troll/view/979 this comic]], and although it's meant to be InsaneTrollLogic it actually made me wonder....what ''would'' happen if you did that?
** Congratulations, you just broke my brain.
** Wait a minute. Portals cannot go on moving surfaces...
*** Well.. Portal 2 suggests that there are scenarios in which it is possible.
** At first I thought the portal would just stay in place and that the box would move without it, but then I remembered that the Earth is in motion, and the portals seem to move along with it.
** Easy. The portals are the same size. Therefore the box for the blue portal would be larger than the orange portal. Therefore it wouldn't fit. Now, think about what would happen if you only put a corner through.
*** Instead of a box, use a flat panel like on the walls. The portals are taller than wide, so shift the panel sideways and move it through the other portal.
** Well, obviously, the blue portal would come out of itself, with a blue portal coming out of it, and a blue portal coming out of that one, etc. This would instantaneously generate infinite mass and create a black hole. [[SchmuckBait So please don't do that.]]
*** Except the blue portal would never get to the point where the part of itself which it is coming out of goes into the orange portal (thus making the blue portal be coming out of itself ''more than once''--it would really be easier to explain this with a diagram). So it would not violate conservation of mass, it would just look really freakin' weird.
** Watch the end of [[Series/{{Farscape}} Farscape: The Peacekeeper Wars]], tells you EXACTLY what happens when you stick one end in the other.
*** Alternatiely, you could ask Webcomic/ProblemSleuth
** Technically, if you enable the "portal placement never fails" cheat, you ''can'' have one portal on top of the other. It's [[AwesomeButImpractical basically useless though]], since you come out of it the instant you go it. It [[MundaneUtility also functions as a mirror.]]

to:

* So, I just found [[http://trollscience.com/troll/view/979 this comic]], and although it's meant to be InsaneTrollLogic it actually made me wonder....what ''would'' happen if you did that?
** Congratulations, you just broke my brain.
** Wait a minute. Portals cannot go on moving surfaces...
*** Well.. Portal 2 suggests that there are scenarios in which it is possible.
** At first I thought the portal would just stay in place and that the box would move without it, but then I remembered that the Earth is in motion, and the portals seem to move along with it.
** Easy. The portals are the same size. Therefore the box for the blue portal would be larger than the orange portal. Therefore it wouldn't fit. Now, think about what would happen if you only put a corner through.
*** Instead of a box, use a flat panel like on the walls. The portals are taller than wide, so shift the panel sideways and move it through the other portal.
** Well, obviously, the blue portal would come out of itself, with a blue portal coming out of it, and a blue portal coming out of that one, etc. This would instantaneously generate infinite mass and create a black hole. [[SchmuckBait So please don't do that.]]
*** Except the blue portal would never get to the point where the part of itself which it is coming out of goes into the orange portal (thus making the blue portal be coming out of itself ''more than once''--it would really be easier to explain this with a diagram). So it would not violate conservation of mass, it would just look really freakin' weird.
** Watch the end of [[Series/{{Farscape}} Farscape: The Peacekeeper Wars]], tells you EXACTLY
what happens when you stick one end in the other.
*** Alternatiely, you could ask Webcomic/ProblemSleuth
** Technically,
if you enable the "portal placement never fails" cheat, you ''can'' have try put two portals on two surfaces, then move one portal on top surface containing one of the portals into the other portal?
** All that will really happen is a really trippy infinite loop of images until the portals bump into each
other. It's [[AwesomeButImpractical basically useless though]], since you come out of it weird, but the instant you go it. It [[MundaneUtility also functions principle is the same as a mirror.]]putting two mirrors facing each other.



* Shortly after you escape at the end of Test Chamber 19, you encounter two observation offices from which you can apparently see Test Chamber 14 and Test Chamber 9. In fact, shortly after this you end up in [=TC9=] for the second time in the game and must escape it through the elevator shaft. One problem with this: You are at this point ''nowhere near'' [=TC9=] or [=TC14=] (and [=TC14=] is not close to [=TC9=] either). The vertical separation is the most obvious: the elevator at the end of each TC takes you ''up'' and in general the exit of a test chamber is higher than its entrance ([=TC18=] being the most JustForFun/{{egregious}} example). By the time you escape from [=TC19=] you are many, ''many, MANY'' storeys above [=TC9=]. The whole thing is impossible, unless M. C. Escher was a consultant in the design of the Enrichment Center. Though come to think of it, this ''is'' Aperture Science we're talking about...
** Now you're '''not''' thinking with portals.
** Level design doesn't always correspond to actual architecture, especially over multiple level transitions. If this doesn't satisfy you, there may well be multiple identical Test Chambers, or the Center restructuring system (seen in Portal 2) did it.

to:

* Shortly after you escape at the end of Test Chamber 19, you encounter two observation offices from which you can apparently see Test Chamber 14 and Test Chamber 9. In fact, shortly after this you end up in [=TC9=] TC9 for the second time in the game and must escape it through the elevator shaft. One problem with this: You are at this point ''nowhere near'' [=TC9=] or [=TC14=] (and [=TC14=] is not close to [=TC9=] either). those teo chambers. The vertical separation is the most obvious: the elevator at the end of each TC takes you ''up'' and in general the exit of a test chamber is higher than its entrance ([=TC18=] being the most JustForFun/{{egregious}} example). entrance . By the time you escape from [=TC19=] you are should be many, ''many, MANY'' storeys above [=TC9=]. The whole thing is impossible, unless M. C. Escher was a consultant in the design of the Enrichment Center. Though come to think of it, this ''is'' Aperture Science we're talking about...
** Now you're '''not''' thinking with portals.
** Level design doesn't always correspond to actual architecture, especially over multiple level transitions. If this doesn't satisfy you, there may well be multiple identical Test Chambers, or the Center restructuring system (seen in Portal 2) did it.
[=TC9=].



** As mentioned a few points up, Portal 2 shows that almost any and all elements of the facility can be moved and changed at the drop of the hat. So there's really no problem here, if you're willing to retcon that feature into the first game even though it's never shown there.
* I assumed the elevators moved on the X,Y, and Z axis, not just up and down.



** Did you miss the bit where you passed the actual speakers in the back area? (Or am I wrong. It has been years since I played the game.)



[[folder:Spatial nausea]]
* Does jumping through portals make anyone else dizzy? I was able to play the first hour or so of the game without incident, but because the later levels are pretty much nothing but jumping through a portal, catapulting yourself across the room, spinning around really fast, then jumping back through the portal you just made, I can only play for ten, fifteen minutes at a time. It's driving me crazy, but I know I can't really fix this, so just wondering if anybody else had this issue.
** Are you female, or an older male? They both seem a bit more susceptible to that sort of thing.
** Female. It's extra aggravating because I have never, ever had motion sickness before.
** Ah. Bad luck then. It's just some spatial awareness... thingy. Women and older men tend to get motion sickness in FPS games, just one of those things. Try changing your FOV in the settings menu. It might help.
** You're not alone. I'm female too, and the whole game including that out-of-focus shot of a chamber before the start menu pops up makes my head spin. Doesn't stop me from playing, but still. It's really irritating, I've never experienced such problems before.
** 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.
** Same here, I'm female and I was fine with Portal 2. Portal One made me a little nauseous, though.
** I'm male and also feel dizzy after some time playing. Not much to do but stop playing every half hour or so.
** Sorry to be the odd one out, but I've never felt dizzy playing either of the Portal games. *shrug*
** When Wheatley was smashing Chell's room into things during The Courtesy Call chapter, I got nauseated and had to sit down. It was my third play through. Sometimes I tip my head up when I move the camera up. That feels weird, too.
** What you guys are experiencing is a phenomenon fairly new in the video game experience. When you're playing a First Person game, you're flying around, and you can see your arms and feet, a game can actually hack into your PROPRIOCEPTION, or sense of self. What the game does is take your consciousness and actually ''convince'' you that Chell's arms and legs are ''your'' arms and legs. When you're careening haphazardly through the air, you body is completely and utterly convinced that ''you'' are careening haphazardly through the air - but your inner ear (your organ of balance) tells you that you are sitting perfectly still. When these parts of your brain are sending two completely different signals, the result is nausea. It's actually the exact ''inverse'' of seasickness or carsickness: your inner ear tells you you're moving, but your surroundings are staying still. The result is the same, however: nausea.
*** 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.
* Incidentally, Valve removed a gel from ''Portal 2'' that allowed you to stick to walls and ceilings because it made playtesters get motion sickness.
[[/folder]]



** Yes, yes it does. Relatedly, as you're going down there you can see and hear a radio playing music. What exactly is the point of making a radio that still works at 4000 K? I mean really, were they planning on trying to make a way to play music ON THE SUN? Coincidentally, this is why I decided to edit this page. A radio that's still operational at 4000 K just bugs me.
*** It's Aperture, the same company that creates non-waterproof portal guns for shower curtain applications and sentry turrets that are self-aware and able to feel pain. Radios that remain operational at 4000 K are probably simple work to them.
** [[spoiler:The cube proves to be Still Alive at the very end of ''Portal 2''.]]
** Disregarding the above spoiler, one could assume that the Aperture Science Emergency Incinerators are designed to destroy Aperture Equipment, and thus, that they are heated to more than 4000 degrees K. They have to have some way to destroy faulty equipment.
*** Emancipation Grids.
*** The emancipation grills actually probably don't 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 wasn't 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.]]
*** Holy shit...does that mean [[FridgeBrilliance the Incinerator is Android Hell?]]

to:

** Yes, yes it does. Relatedly, as you're going down there you can see and hear a radio playing music. What exactly is the point of making a radio that still works at 4000 K? I mean really, were they planning on trying to make a way to play music ON THE SUN? Coincidentally, this is why I decided to edit this page. A radio that's still operational at 4000 K just bugs me.
*** It's Aperture, the same company that creates non-waterproof portal guns for shower curtain applications and sentry turrets that are self-aware and able to feel pain. Radios that remain operational at 4000 K are probably simple work to them.
** [[spoiler:The cube proves to be Still Alive
demonstrated at the very end of ''Portal 2''.]]
** Disregarding the above spoiler, one could assume that the Aperture Science Emergency Incinerators are designed to destroy Aperture Equipment, and thus, that they are heated to more than 4000 degrees K. They have to have some way to destroy faulty equipment.
*** Emancipation Grids.
*** The emancipation grills actually probably don't 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 wasn't 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.]]
*** Holy shit...does that mean [[FridgeBrilliance the Incinerator is Android Hell?]]



[[folder:No alarms]]
* Did anyone else notice that there weren't ''any'' alarms or sirens when a test subject left the foreseen test chambers, carrying a highly experimental time-space-bending-phyics-defying etc. device?
** Er, why does this bug you? Why would there be any alarms or sirens? It's a maintenance area. I doubt they foresaw the need to automatically detect the presence of a person or portal gun in that area, and there aren't any people there to set off alarms manually (which is probably how it would have been done if it was ever done at all).
** Additionally, there is a DummiedOut line where [=GLaDOS=] says, "The device will detonate if removed from an approved testing area". Either she was lying or the device was faulty, but perhaps the Aperture Science employees said this to test subjects to deter them and that was enough security for them? This ''is'' Aperture Science, after all... I mean, in Portal 2, in the old testing spheres, they apparently allowed test subjects to use the old portal device when doing so could have ''wiped out time''. If they didn't have a problem with possibly wiping out time, I doubt there's much of anything they'd have a problem with...except lemons.
** 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.

to:

[[folder:No alarms]]
[[folder: Super surviving radio]]
* Did anyone else notice What exactly is the point of making a radio that there weren't ''any'' alarms or sirens when a test subject left the foreseen test chambers, carrying a highly experimental time-space-bending-phyics-defying etc. device?
still works at 4000 K?
** Er, why does this bug you? Why would there be any alarms or sirens? It's a maintenance area. I doubt they foresaw Aperture, the need to automatically detect the presence of a person or same company that creates non-waterproof portal gun in guns for shower curtain applications and sentry turrets that area, are self-aware and there aren't any people there able to set off alarms manually (which is feel pain. Radios that remain operational at 4000 K are probably how it would have been done if it was ever done at all).
** Additionally, there is a DummiedOut line where [=GLaDOS=] says, "The device will detonate if removed from an approved testing area". Either she was lying or the device was faulty, but perhaps the Aperture Science employees said this
simple work to test subjects to deter them and that was enough security for them? This ''is'' Aperture Science, after all... I mean, in Portal 2, in the old testing spheres, they apparently allowed test subjects to use the old portal device when doing so could have ''wiped out time''. If they didn't have a problem with possibly wiping out time, I doubt there's much of anything they'd have a problem with...except lemons.
** 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.
them.



[[folder:Where the Rat Man goes to the bathroom]]
* We've all seen the Aperture Science cans of beans and milk Rat Man was living off of, but...[[FridgeHorror where does he poop?!]]
** He uses the toilet in Chell's relaxation chamber, obviously.
** Also, where is he storing the milk so that it doesn't go bad?
*** [[FridgeHorror He]] [[NauseaFuel isn't]].
** He poops and pees back into the food containers. So efficient!
** You know those acid pits all over the facility? There.

to:

[[folder:Where the Rat Man goes [[folder: What are we incinerating, exactly?]]
* If everything can survive up
to the bathroom]]
* We've all seen the
4000K, then how does Aperture Science cans discard of beans and milk Rat Man was living off of, but...[[FridgeHorror where does he poop?!]]
** He uses the toilet
faulty equipment?
*** Emancipation Grids.
*** The emancipation grills don't work on personality constructs (otherwise [[spoiler:[=PotatOS=]]] would've been fizzled several times over
in Chell's relaxation chamber, obviously.
** Also, where is he storing the milk so
''Portal 2'').
*** But you can emancipate turrets, which have been shown to exhibit some sort of personality. The Emancipation Grills only emancipate unauthorized equipment
that it doesn't go bad?
*** [[FridgeHorror He]] [[NauseaFuel isn't]].
** He poops and pees back into the food containers. So efficient!
** You know those acid pits all over the facility? There.
passes through it, so [=GLaDOS=] presumably "authorized" herself as a safety precaution.



[[folder:Firing the whole bullet]]
* I know, RuleOfFunny.. but why bother loading up the turrets with the entire bullet? Assuming it's some kind of magnetic/railgun type, why not just pack in more actual bullets (as in the bullet itself, not the entire round). Although I suppose someone getting an entire 5.56 or 7.62 bullet in the face or chest would do some damage.
** Because he's Cave Johnson, and he's not going to settle for conventional when the wildly improbable can be done.
** In fact, one of his science types probably tried to explain this to him, and you know what Cave likely did? Fire his egg-head ass and hired someone to do what he says without question, and more asbestos!
** It's 65% more bullet per bullet. You can't get that kind of increase per bullet without shooting more bullet.
** More mass=more impact force=better chance at a kill shot.

to:

[[folder:Firing [[folder:No alarms]]
* Why are there no alarms or sirens when a test subject left
the whole bullet]]
* I know, RuleOfFunny..
foreseen test chambers, carrying a highly experimental time-space-bending-phyics-defying etc. device?
** Why would there be any alarms or sirens? It's a maintenance area. It's doubtful they foresaw the need to automatically detect the presence of a person or portal gun in that area, and there aren't any people there to set off alarms manually.
** Additionally, there is a DummiedOut line where [=GLaDOS=] says, "The device will detonate if removed from an approved testing area". Maybe she was lying,
but why bother loading up the turrets with the entire bullet? Assuming even so it's some kind enough of magnetic/railgun type, why not just pack in more actual bullets (as a deterrent.
** In Portal 2,
in the bullet itself, old testing spheres, they apparently allowed test subjects to use the old portal device when doing so could have ''wiped out time''. If they didn't have a problem with possibly wiping out time, there's not the entire round). Although I suppose someone getting an entire 5.56 much of anything they'd have a problem with...except lemons.
** Alternatively, there are alarms, but they're silent
or 7.62 bullet maintained by [=GLaDOS=] like everything else in the face or chest would do some damage.
** Because he's Cave Johnson, and he's not going
facility. She just saw no reason to settle for conventional when activate them, since there was nobody around to alert after she killed all the wildly improbable can be done.
** In fact, one of his science types probably tried to explain this to him, and you know what Cave likely did? Fire his egg-head ass and hired someone to do what he says without question, and more asbestos!
** It's 65% more bullet per bullet. You can't get that kind of increase per bullet without shooting more bullet.
** More mass=more impact force=better chance at a kill shot.
staff.



[[folder:Where the Rat Man goes to the bathroom]]
* We've all seen the Aperture Science cans of beans and milk Rat Man was living off of, but where does he poop?! Also, where is he storing the milk so that it doesn't go bad?
** It's not like there's anything stopping him just going wherever there's an empty corner, though that is pretty bad FridgeHorror...
[[/folder]]

[[folder:Firing the whole bullet]]
* Why bother loading up the turrets with the entire bullet? Assuming it's some kind of magnetic/railgun type, why not just pack in more actual bullets (as in the bullet itself, not the entire round). Although I suppose someone getting an entire 5.56 or 7.62 bullet in the face or chest would do some damage.
** Because he's Cave Johnson, and he's not going to settle for conventional when the wildly improbable can be done.
** More mass=more impact force=better chance at a kill shot.
[[/folder]]



** 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.
** I don't think so. Why does her body emit that euphoric sensation? Because the folks at Aperture built her that way. Why did they build her that way? Because they wanted her to run those tests (see also the electric shocks intended to discourage her from interfering; she was only supposed to supervise the tests). You know, the same kind of tests they've been running since the 50's, long before [=GLaDOS=] was built. The same kind of tests Cave Johnson paid homeless people to run through at one point in history. So why did the folks at Aperture run these tests? What was their point?
** 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".
*** She doesn't say that. She says that developing a resistance to testing euphoria didn't matter to her because she was in it for the science. To put it another way, the testing itself was her reward; the euphoria was just a nice extra.
** Why would we trust [=GLaDOS=] on this point?
*** Because she's a potato, and coming to terms with Caroline.
** It's Cave Johnson. He doesn't really need a point, just the idea is enough. He may very well have strapped a toaster to those homeless peoples' backs, told them to run through a room made of sawblades, and called whatever came out the other end "science".
** Hmmmm, I knew there was something I forgot to get the lab boys back to working on. Remember folks, if there's an idea, We have the funding to do it . . . for Science!



** 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.

to:

** 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).safe). 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". \n** [=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.



** Simple - The first core was a limiting core to keep her not murdering people, and the rest were actually part of her, and required for her to function correctly. In Portal 2, she's brought back online without them, and is clearly insane.
** She was clearly insane to begin with. And actually, what happens is a portal malfunction, which [=GLaDOS=]'s destruction doesn't explain.

to:

** Simple - The first core ''Portal 2'' hints at the answer: [=GLaDOS=] was a limiting core to keep her not murdering people, the one maintaining the facility and preventing it from collapsing on itself. Since the rest were actually part of her, and required for her to function correctly. In Portal 2, she's brought back online without them, and Gun is clearly insane.
** She was clearly insane to begin with. And actually, what happens is
powered by a portal malfunction, which [=GLaDOS=]'s destruction doesn't explain.black hole, it's likely Aperture uses a similar technology. Your destroying her caused a containment failure.



* Now, I understand that it's Cave Johnson we're talking about here, but... the Heimlich-Counter Maneuver. Ignoring the inherent lunacy of it, how is it that he expects it to get money from it? Does he expect to collect a royalty for every time someone performs it (which would, hopefully, be few, if any) or off posters or something?
** He was slightly more insane than usual when he thought it up. Making someone choke and at the same time countering the heimlich manuevre was done by the military using these techniques though, so it is a pretty potent weapon.
** And since you mention it, the military probably ''did'' pay him for it.
** It'd probably be useful for assassination, so if you have certified instructors, you can teach a course in how to do it. For a small fee and signing a confidentiality agreement, of course.

to:

* Now, I understand that Admittedly it's Cave Johnson we're talking about here, but... the Heimlich-Counter Maneuver. Ignoring the inherent lunacy of it, how is it that he expects it to get money from it? Does he expect to collect a royalty for every time someone performs it (which would, hopefully, be few, if any) or off posters or something?
** He was slightly more insane than usual when he thought it up. Making someone choke and at the same time countering the heimlich manuevre manuever was done by the military using these techniques though, so it is a pretty potent weapon.
**
weapon. And since you mention it, it's been brought up, the military probably ''did'' pay him for it.
**
it. It'd probably be useful for assassination, so if you have certified instructors, you can teach a course in how to do it. For a small fee and signing a confidentiality agreement, of course.



** GameplayAndStorySegregation. The second is likely used to modify the first in some manner, you just don't see the discarded shell.
** I imagine that, story-wise, it is a mod designed to be easily connected to the device, in a kinda Plug-n-Play, "just slide it onto the rail and push until you hear a click" way. [=GLaDOS=]'s line suggests that it's just an expansion device for the ASHPD, and it would have to be easy to assemble, since you can't expect the test subjects to be familiar with the gun's construction. Also, the completed device is more valuable than the organs and combined income of everyone in [[AC:Subject Hometown Here]], so I doubt they would've built more than one for the testing unless it was absolutely necessary.
** It seems that there are multiple portal guns; some which fire one portal and some which fire two, as shown in Portal 2. It's possible that the second one could fire both, but was just firing orange portals; however, I'm not sure how the portals from the first gun would connect to the second and vice-versa or what happened to the first gun after Chell collects the second.
** 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.
*** The single-portal gun was found below the chamber where it was found in ''Portal'', not where it was upgraded.

to:

** GameplayAndStorySegregation. The second is likely used to modify the first in some manner, you just don't see the discarded shell.
** I imagine that, story-wise, it is a mod designed to be easily connected to the device, in a kinda Plug-n-Play, "just slide it onto the rail and push until you hear a click" way. [=GLaDOS=]'s line suggests that it's just an expansion device for the ASHPD, and it would have to be easy to assemble, since you can't expect the test subjects to be familiar with the gun's construction. Also, the completed device is more valuable than the organs and combined income of everyone in [[AC:Subject Hometown Here]], so I doubt they would've built more than one for the testing unless it was absolutely necessary.
** It seems that there are multiple portal guns; some which fire one portal and some which fire two, as shown in Portal 2. It's possible that the second one could fire both, but was just firing orange portals; however, I'm not sure how the portals from the first gun would connect to the second and vice-versa or what happened to the first gun after Chell collects the second.
** If you pay attention to
In the second game, we are revealed to the fact there ARE in fact two portal guns, and everything indicates so it's most likely 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.
*** The single-portal gun
one she was found below the chamber where it was found in ''Portal'', not where it was upgraded.holding at that point.



** Because it turns out turrets don't weigh more than humans?
*** 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.
** Maybe the button has an inbuilt sensor and can only be depressed by a human or Cube?
*** Those turrets aparently aren't part of tests. They're merely obstacles or guards. Maybe they don't count as "test helpers" like cubes or balls.
*** Most likely, the buttons react to weight and to electrical conductivity. Chell conducts well enough, the cubes conduct well enough, the turrets do not.
** I managed to use a turret in place of weighted cube once. Apparently it's a glitch that works if you manage to put the turret down in a very certain way.

to:

** Because it turns out turrets don't weigh more than humans?
*** Using some google images for reference, with
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.
** Maybe It's also not out of the button has an inbuilt sensor and can only be depressed question the buttons have a secondary requirement enforced by a human or Cube?
***
Aperture to activate. Those turrets aparently technically aren't part of tests. They're merely obstacles or guards. Maybe they don't count as "test helpers" like cubes or balls.\n*** Most likely, the buttons react to weight and to electrical conductivity. Chell conducts well enough, the cubes conduct well enough, the turrets do not.\n** I managed to use a turret in place of weighted cube once. Apparently it's a glitch that works if you manage to put the turret down in a very certain way.



** Maybe it found a way to harness it's pure unadulterated rage to give itself the ability to levitate?
** Actually, [=GLaDOS=] used a sort of levitation or tractor beam to make it float. It's greenish and it can be seen carrying the core.

to:

** Maybe it found a way to harness it's pure unadulterated rage to give itself the ability to levitate?
** Actually,
[=GLaDOS=] used a sort of levitation or tractor beam to make it float. It's greenish and it can be seen carrying the core.

Changed: 4354

Removed: 16021

Is there an issue? Send a MessageReason:
Doing some Long Term Project cleanup: removing natter, off topic, Doylist answers, joke answers, rants, Flame Bait, repeats, meta headscratchers and whatnot


** Digitally. ''Duh''.
** One [[IncrediblyLamePun byte]] at a time.



* This is a bit of a stretch, but during the song, [=GLaDOS=] says that there is research to be done on those still alive. After she spent the whole song telling us that '''she''' was still alive. Ergo, is there research to be done on [=GLaDOS=]? And by who?
** Killing everyone at the Enrichment Centre probably wasn't what Aperture Science wanted from her, so she could do with some improvements. But I thought she was referring to other test subjects - clones of Chell, or other people - that are still in the Relaxation Vault. (Which would be somewhere else, with the pod Chell was in moved to the testing course to start the test.)
** I took it as a direct threat to your character, Chell, as she is the only one alive, and that she will preform more testing on her.
** The alternate ending confirms ^^^ to be canon.
** ''Portal'' wasn't originally going to have a sequel. Even Valve was surprised by how well it was received.
*** That didn't mean they didn't have plans. The retconned ending was the original, but it was cut. So the party recovery associate is more of a director's cut than a true retcon. They left hooks there, such as the song, just in case.
** The lyrics say the research is for the people still alive, not on them. It would make sense that she's implying that the purpose of the research is for the benefit of everyone in general.
** It says both. Last verse says, at least according the the end credits text, that there are experiments to run and research to be done '''''on''''' the people who are still alive. Before that, it was always 'for'.
** [=GLaDOS=] expected to have more people to test on when she would inevitably be woken up. She was shut down, but not dead, so she was definitely still alive, but she didn't count on all the humans in the Relaxation Center to be dead by the time Portal 2 happens.
** During the final battle and in the song, [=GLaDOS=] hints that something terrible has happened outside Aperture Science, possibly of an apocalyptic nature. Maybe "the people who are still alive" are the survivors? It's the end of the world, but science marches on!

to:

* This is a bit of a stretch, but during During the song, [=GLaDOS=] says in the last verse that there is research to be done on those still alive. After she spent the whole song telling us that '''she''' was still alive. Ergo, is there research to be done on [=GLaDOS=]? And by who?
** Killing everyone at the Enrichment Centre probably wasn't what Aperture Science wanted from her, so she could do with some improvements. But I thought It's a double meaning. The first time she was referring to other test subjects - clones of Chell, or other people - that are still in people, the Relaxation Vault. (Which would be somewhere else, with the pod Chell was in moved to the testing course to start the test.)
** I took it as a direct threat to your character, Chell, as she is the only one alive, and that she will preform more testing on her.
** The alternate ending confirms ^^^ to be canon.
** ''Portal'' wasn't originally going to have a sequel. Even Valve was surprised by how well it was received.
*** That didn't mean they didn't have plans. The retconned ending was the original, but it was cut. So the party recovery associate is more of a director's cut than a true retcon. They left hooks there, such as the song, just in case.
** The lyrics say the research is for the people still alive, not on them. It would make sense that she's implying that the purpose of the research is for the benefit of everyone in general.
** It says both. Last verse says, at least according the the end credits text, that there are experiments to run and research to be done '''''on''''' the people who are still alive. Before that, it was always 'for'.
** [=GLaDOS=] expected to have more people to test on when she would inevitably be woken up. She was shut down, but not dead, so
subsequent times she was definitely still alive, but referring to herself. Excatly who she didn't count on all the humans in the Relaxation Center was referring to be dead by the time Portal 2 happens.
** During the final battle and in the song, [=GLaDOS=] hints that something terrible has happened outside Aperture Science, possibly of an apocalyptic nature. Maybe "the people who are still alive" are the survivors? It's the end of the world, but science marches on!
though, we don't know.



* If someone put the Morality Core in [=GLaDOS=] to stop her flooding the place with neurotoxin, why didn't they stem the problem by removing the neurotoxin emitters - or the stored neurotoxin? Is it because the gas released isn't really harmful but [=GLaDOS=] wants you to think it is?
** Presumably because there was still a need for the neurotoxin to be released in some eventuality, the morality core just prevents her from doing it to amuse herself. You don't rip out a fire sprinkler system if it registers a false positive once - you still want fire protection, so you probably replace your sensors.
*** [[SarcasmMode Yes, I'm sure neurotoxin emitters would be very helpful.]] Like maybe if they were [[VideoGame/HalfLife2 attacked by aliens]].
*** Judging by some other lines she spouts, like "when I look out there it makes me [=GLaD=] I'm not you"; and the fact that one of Aperture Science's research ships vanished from the dock some time in Half-Life's past; it's actually reasonable to assume that during the events of Portal, the alien invasion has already happened. Considering that teleporters are now functional and the Hand-held Portal Device is safe to use, Aperture seems to have come a long way from the ''Borealis'' accident. and with all the Aperture personnel mysteriously gone and the lab in a general state of disrepair...
*** If the sprinkler system tended to kill everyone in the building I'd imagine they WOULD rip it out after one false positive.
*** That is, if anyone was still ALIVE to rip it out.
** Since [=GLaDOS=] is in control of the whole building, it could be that she synthesised the neurotoxin herself in the chemical laboratories, and released it through the ventilation system.
*** Or mayby wherever they hid had no way safe enough to the neurotoxin.
** Let's go to an important point... remember who was their boss? [[spoiler: CAVE JOHNSON WAS A MONSTER HIMSELF!]]
*** Wasn't he dead by the time [=GLaDOS=] was created? [[spoiler: Otherwise Aperture would've uploaded his mind instead of Caroline's.]]
** According to the Portal 2 comic, she had neurotoxin installed for science experiments involving Schroedinger's theory and cats.
*** [[NoAnimalsWereHarmed Alas, poor cats.]]

to:

* If someone put the Morality Core in [=GLaDOS=] to stop her flooding the place with neurotoxin, why didn't they stem the problem by removing the neurotoxin emitters - or the stored neurotoxin? Is it because neurotoxin?
** The sequel shows us where
the gas released isn't really harmful but [=GLaDOS=] wants you to think Neurotoxin is produced - a giant tube sitting in the middle of a bottomless pit. it is?
** Presumably because
seemed like there was still a need for no easy way to shut the neurotoxin to be released in some eventuality, the morality core just prevents her from doing it to amuse herself. You don't rip out a fire sprinkler system if it registers a false positive once - you still want fire protection, so you probably replace your sensors.
*** [[SarcasmMode Yes, I'm sure neurotoxin emitters would be very helpful.]] Like maybe if they were [[VideoGame/HalfLife2 attacked by aliens]].
*** Judging by some other lines she spouts, like "when I look out there it makes me [=GLaD=] I'm not you"; and the fact that one of Aperture Science's research ships vanished from the dock some time in Half-Life's past; it's actually reasonable to assume that during the events of Portal, the alien invasion has already happened. Considering that teleporters are now functional and the Hand-held Portal Device is safe to use, Aperture seems to have come a long way from the ''Borealis'' accident. and with all the Aperture personnel mysteriously gone and the lab in a general state of disrepair...
*** If the sprinkler system tended to kill everyone in the building I'd imagine they WOULD rip it out after one false positive.
*** That is, if anyone
thing down; Chell was still ALIVE only able to rip it out.
** Since [=GLaDOS=] is in control of the whole building, it could be that she synthesised the neurotoxin herself in the chemical laboratories, and released it through the ventilation system.
*** Or mayby wherever they hid had no way safe enough to the neurotoxin.
** Let's go to an important point... remember who was their boss? [[spoiler: CAVE JOHNSON WAS A MONSTER HIMSELF!]]
*** Wasn't he dead by the time [=GLaDOS=] was created? [[spoiler: Otherwise Aperture would've uploaded his mind instead of Caroline's.]]
** According to the Portal 2 comic,
because she had neurotoxin installed for science experiments involving Schroedinger's theory a portal gun and cats.
*** [[NoAnimalsWereHarmed Alas, poor cats.]]
could cut the delivery tubes.



** To bake the cake, of course. It's great, so delicious and moist.
** Maybe it originally did something else? After all, I'm not sure why they'd want to put in a crazed-snarling sphere either.
** They did what they must because they can.
** Same reason why they made the Heimlich Counter-Maneuver and the Take-A-Wish Foundation.
** The "cake sphere" is actually her intelligence core, it's just currently working on a cake recipe, also the angry snarling sphere is her emotion core AND IT'S PISSED.
** Actually, the spheres probably AREN'T core modules. More likely they're addons that alter [=GLaDOS=]'s personality. The ending song states that [=GLaDOS=] is thrilled at what you've done, which can only mean that she WANTED you to destroy the spheres.
*** Unless she was being sarcastic or lying to you again.
*** 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.]]
** It's possible that at one point, Aperture Science test subjects really were rewarded with cake, which [=GLaDOS=] was in charge of producing.
** Another interpretation is that the Cake Sphere is actually a "Knowledge Sphere". Toxic cake recipes just happened to be in her memory. Would also explain the math screwup and immediate cover-up.
** It could be different aspects of her personality. She has an orb for her curiosity/kindness, a core for aggression, and a core obsessed with cake. Combine them together and you get an AI that is obsessed with cake and treats Chell with love, yet that love is twisted by her aggression that forms the basis for most of the humor in the game.

to:

** To bake the cake, of course. It's great, so delicious and moist.
** Maybe it originally did something else? After all, I'm not sure why they'd want to put in a crazed-snarling sphere either.
** They did what they must because they can.
** Same reason why they made the Heimlich Counter-Maneuver and the Take-A-Wish Foundation.
** The "cake sphere" is actually her intelligence core, it's just currently working on a cake recipe, also the angry snarling sphere is her emotion core AND IT'S PISSED.
** Actually,
Officially, the spheres probably AREN'T core modules. More likely they're addons that alter [=GLaDOS=]'s personality. The ending song states that [=GLaDOS=] is thrilled at what you've done, which can only mean that she WANTED you are named Morality, Curiosity, Intelligence, and Anger. They all ultimately contribute to destroy the spheres.
*** Unless she was being sarcastic or lying to you again.
*** 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.]]
** It's possible that at one point, Aperture Science test subjects really were rewarded with cake, which [=GLaDOS=] was in charge of producing.
** Another interpretation is that the Cake Sphere is actually a "Knowledge Sphere". Toxic cake recipes just happened to be in her memory. Would also explain the math screwup and immediate cover-up.
** It could be different aspects of her personality. She has an orb for her curiosity/kindness, a core for aggression, and a core obsessed with cake. Combine them together and you get
personality: an AI that is obsessed with cake and treats Chell with love, yet that love is twisted by her aggression that forms the basis for most of the humor in the game.game.
** The sequel shows there's a whole lot of cores with seemingly-random functions (a core that recites LittleKnownFacts, a core that constantly talks about space, a cut-from-the-game core designed to ''make her paranoid''). Presumably, Aperture just threw them onto [=GLaDOS=] to see which ones'd stop her killing everyone.



*** Too bad they gave her a cake with ''[[NiceJobBreakingItHero frosting]]'' on. [[ItMakesSenseInContext If only they'd hired a baker instead of just buying a cake at the shops when their de-icing system kept adding sediment-shaped sediment]]!
** Actually the official core names are Morality, Curiosity, Intelligence, and Anger.
** Maybe Cake stands for something?
** To quote a line from the sequel "Science isn't about asking 'why?', It's about asking 'why not?" -> so WHY NOT put a "cake sphere" on her?
** The sequel shows there's a whole lot of cores with seemingly-random functions (a core that recites LittleKnownFacts, a core that constantly talks about space, a cut-from-the-game core designed to ''make her paranoid''). Presumably, Aperture just threw them onto [=GLaDOS=] to see which ones'd stop her killing everyone.
** 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.



* Why is it that even when I've escaped the test chambers, even when I've destroyed her Curiosity Core so she has no interest in the testing anymore, even when she says she's deleted my brain-scan so I'm "struck from the permanent record", does [=GLaDOS=] keep respawning me so I can head out and tear her apart?
** [=GLaDOS=] has told her fair share of lies, maybe this is another one. She may not even be capable of this deletion, but if it would get you to stop destroying her, she would say anything.
** Or maybe you're not respawned at all, but rather a new test-subject, who also 'participated in the experiment'.
*** Maybe a Chell clone?
** Where did any of you get the idea that she's "respawning" you?
*** ... when [=GLaDOS=] told us specifically that she has copies of Chell's DNA and will bring her back over and over again? There's a chance she might have just been trying to freak her out, but there's also pretty decent odds that it's true.
*** But that doesn't mean she ''is'' respawning you, it just means she ''can''. What I don't get is why someone is asking "why does [=GLaDOS=] keep respawning me so I can head out and tear her apart?" If they're referring to coming back to the last saved point if you die, that's not [=GLaDOS=] respawning you, that's just a game feature so that you don't have to start all over again. And if they're not talking about that, I don't get what they're asking.

to:

* Why is it that even when I've escaped the test chambers, even when I've destroyed her Curiosity Core so she has no interest in the testing anymore, even when she says she's deleted my brain-scan so I'm "struck from the permanent record", does [=GLaDOS=] keep respawning me so I can head out and tear her apart?
** [=GLaDOS=] has told her fair share of lies, maybe this is another one. She may not even be capable of this deletion, but if it would get you to stop destroying her, she would say anything.
** Or maybe you're not respawned
[=GLaDOS=], at all, but rather a new test-subject, who also 'participated in the experiment'.
*** Maybe a Chell clone?
** Where did any of you get the idea that she's "respawning" you?
*** ... when [=GLaDOS=] told us specifically that
one point, said she has copies of Chell's DNA and will bring her back over and over again? There's a chance she might have just been trying to freak her out, but there's also pretty decent odds that it's true.
*** But that doesn't mean she ''is'' respawning you, it just means she ''can''. What I don't get is why someone is asking "why does [=GLaDOS=] keep respawning me so I can head out and tear her apart?" If they're referring to coming back to the last saved point if you die, that's not [=GLaDOS=] respawning you, that's just a game feature so that you don't have to start all over
again. And if they're not talking about that, I don't get what they're asking.Why is it that even when you've escaped the test chambers, destroyed her Curiosity Core so she has no interest in testing anymore, and even when she says she's deleted my brain-scan so you're "struck from the permanent record", do you still respawn?



[[folder:The Companion Cube]]
* Why does [=GLaDOS=] keep saying that the Companion Cube isn't alive and why does she assume that I give a damn about that?
** The New "Lab Rat" Comic by valve confirms alot of YMMV, Just Bugs Me, and WMG things: Rattman *HAS* the cube with him WHILE [=GLaDOS=] is destroyed by Chell. (She says this beacuse the cube is in fact still alive and [=GLaDOS=] is insecure
** Look at the graffiti. It's shown several times that Chell's MysteriousBenefactor believed the cube to be alive. [=GLaDOS=] wants to prevent that from happening again.
*** Or alternatively, the whole point was to play with reverse psychology; make the subject who probably at the point is at least mildly disturbed emotionally to form an attachment to an inanimate object. The "mysterious benefactor" is probably a previous guinea pig, by the way.
*** From the game mechanical point of view, the Companion Cube was given so much attention because the playtesters tended to leave it behind, confusing them in the following puzzles.
*** And remember that [=GLaDOS=] was more than willing to use the Cube's "death" as mental ammunition in the final encounter. The mixed signals she sent ("It's not alive. You killed it.") were designed to confuse and upset Chell.
*** A more salient point is that the symptoms [=GLaDOS=] listed as being a common result of Enrichment Center testing ("superstition, perceiving inanimate objects as alive, and hallucinations") really ARE very common symptoms of prolonged isolation. In fact those symptoms are, almost word-for-word, among those listed by people citing studies of prolonged isolation. It's not much of a stretch to imagine that test subjects who had trouble and therefore took longer to get there, or people who've been through the testing more than once, would be feeling isolated and traumatized (from threat of danger and lack of food) enough to actually consider the Cube as something of a friend, if not actually imagine (like the Ratman did) that it really is alive.
** You're going to tell me you've never had an inanimate object you cared about? A blanket, a computer, something? It's the same idea. Honestly I'm amazed it was only given one level; they could have used the Companion Cube from the start to build up an emotional attachment and make it all the more meaningful when you finally euthanize it.
*** Yeah, prior to playing the game I expected it to be present throughout the game as well, given how attached the fans were to it.
*** You do realize that it does not actually have nerves and cannot, in fact, feel.
*** Eight out of ten people on an independent ethics committee believe that the Companion Cube most likely cannot feel much pain.
*** And even if it did die, [[Videogame/{{Portal 2}} there's a warehouse full of the things.]] She could always get more.
*** The Companion Cube was only given one level because it was always intended to simply be part of the puzzle for that level; during testing, however, they found that people tended to try and solve the puzzle some other way. So, to encourage players to use the cube, they drew a heart on it. This strikes me as exactly the sort of solution [=GLaDOS=] would have come up with.
** Of course, the Cube is large enough to have originally contained a person.
*** Err, a baby person ''maybe.''
*** [[NightmareFuel You'd be surprised at how small a space a person can be crammed into.]] Whether or not they survive is another story.
*** Oh no.... [[FridgeHorror Oh no no no]]... I just remembered: what did [=GLaDOS=] call those cubes at first? Weighted ''storage'' cubes...!
*** [[https://www.youtube.com/channel/UCo_IB5145EVNcf8hw1Kku7w Game Theory]] actually did a [[https://www.youtube.com/watch?v=q5w6ieaTxGA video on this]].

* What ''I'' don't get is, just what exactly is the big deal with the Companion Cube? I didn't feel especially attached to it. It was only around for one level. I saw it as a tool to be used and I used it. When it came time to incinerate it, I didn't feel guilty or distressed in any way. Like [=GLaDOS=] keeps reinforcing (and I agree with her), it doesn't talk and is not alive. What's the big deal? What's with the guilt trip [=GLaDOS=] forces on you?
** '''YouMonster'''
** The point is that [=GLaDOS=] thinks it's a guilt trip. Remember, you're playing a character, and that character is one of many past test subjects to have gone through that course. The psychological isolation of being alone for extended amounts of time has a well-documented effect on people and can easily drive them to disassociative symptoms, including "treating inanimate objects as alive".
** Especially since the Rattmann was practically in love with his cube. Personally, my first reaction to being told you have to kill the cube was to try to find some way to save it, because [=GLaDOS=] is the one telling you to burn it. When I couldn't, there was a sense of me failing the cube in some way, even though there was no way to save it.
** [[DontExplainTheJoke That's the joke.]] The idea is that [=GLaDOS=] is hilariously bad at understanding human beings, and so believes she could make you feel a deep sense of companionship with an inanimate object by just telling you it's you're friend. It's similar to how she expects to motivate you by promising cake.

to:

[[folder:The Companion Cube]]
Cube's non-aliveness]]
* Why does [=GLaDOS=] keep saying that the Companion Cube isn't alive and why does she assume that I give a damn you would care about that?
** The New "Lab Rat" Comic by valve confirms alot of YMMV, Just Bugs Me, and WMG things: Rattman *HAS* the cube with him WHILE [=GLaDOS=] is destroyed by Chell. (She says this beacuse the cube is in fact still alive and [=GLaDOS=] is insecure
** Look at the graffiti. It's shown several times that Chell's MysteriousBenefactor believed the cube to be alive. [=GLaDOS=] wants to prevent that from happening again.
*** Or alternatively, the
whole point test chamber was to play with reverse psychology; make the subject who probably at the point is at least mildly disturbed emotionally to form an attachment to an inanimate object. The "mysterious benefactor" is probably a previous guinea pig, by the way.
*** From the game mechanical point of view, the Companion Cube was given so much attention because the playtesters tended to leave it behind, confusing them in the following puzzles.
*** And remember
Remember that [=GLaDOS=] was more than willing to use the Cube's "death" as mental ammunition in the final encounter. The mixed signals she sent ("It's not alive. You killed it.") were designed to confuse and upset Chell.
*** A more salient ** Another point is that the symptoms [=GLaDOS=] listed as being a common result of Enrichment Center testing ("superstition, perceiving inanimate objects as alive, and hallucinations") really ARE very common symptoms of prolonged isolation. In fact those symptoms are, almost word-for-word, among those listed by people citing studies of prolonged isolation. It's not much of a stretch to imagine that test subjects who had trouble and therefore took longer to get there, or people who've been through the testing more than once, would be feeling isolated and traumatized (from threat of danger and lack of food) enough to actually consider the Cube as something of a friend, if not actually imagine (like the Ratman did) that it really is alive.
** You're going to tell me you've never had an inanimate object you cared about? A blanket, a computer, something? It's the same idea. Honestly I'm amazed it was only given one level; they could have used the Companion Cube from the start to build up an emotional attachment and make it all the more meaningful when you finally euthanize it.
*** Yeah, prior to playing the game I expected it to be present throughout the game as well, given how attached the fans were to it.
*** You do realize that it does not actually have nerves and cannot, in fact, feel.
*** Eight out of ten people on an independent ethics committee believe that the Companion Cube most likely cannot feel much pain.
*** And even if it did die, [[Videogame/{{Portal 2}} there's a warehouse full of the things.]] She could always get more.
*** The Companion Cube was only given one level because it was always intended to simply be part of the puzzle for that level; during testing, however, they found that people tended to try and solve the puzzle some other way. So, to encourage players to use the cube, they drew a heart on it. This strikes me as exactly the sort of solution [=GLaDOS=] would have come up with.
** Of course, the Cube is large enough to have originally contained a person.
*** Err, a baby person ''maybe.''
*** [[NightmareFuel You'd be surprised at how small a space a person can be crammed into.]] Whether or not they survive is another story.
*** Oh no.... [[FridgeHorror Oh no no no]]... I just remembered: what did [=GLaDOS=] call those cubes at first? Weighted ''storage'' cubes...!
*** [[https://www.youtube.com/channel/UCo_IB5145EVNcf8hw1Kku7w Game Theory]] actually did a [[https://www.youtube.com/watch?v=q5w6ieaTxGA video on this]].

* What ''I'' don't get is, just what exactly is the big deal with the Companion Cube? I didn't feel especially attached to it. It was only around for one level. I saw it as a tool to be used and I used it. When it came time to incinerate it, I didn't feel guilty or distressed in any way. Like [=GLaDOS=] keeps reinforcing (and I agree with her), it doesn't talk and is not alive. What's the big deal? What's with the guilt trip [=GLaDOS=] forces on you?
** '''YouMonster'''
** The point is that [=GLaDOS=] thinks it's a guilt trip. Remember, you're playing a character, and that character is one of many past test subjects to have gone through that course. The psychological isolation of being alone for extended amounts of time has a well-documented effect on people and can easily drive them to disassociative symptoms, including "treating inanimate objects as alive".
** Especially since the Rattmann was practically in love with his cube. Personally, my first reaction to being told you have to kill the cube was to try to find some way to save it, because [=GLaDOS=] is the one telling you to burn it. When I couldn't, there was a sense of me failing the cube in some way, even though there was no way to save it.
** [[DontExplainTheJoke That's the joke.]] The idea is that [=GLaDOS=] is hilariously bad at understanding human beings, and so believes she could make you feel a deep sense of companionship with an inanimate object by just telling you it's you're friend. It's similar to how she expects to motivate you by promising cake.
alive.



[[folder:Weird interpretations]]
* Exactly HOW MUCH/MANY DRUGS do you have to be on to even THINK about [[http://www.gamesradar.com/xbox360/f/portal-is-the-most-subversive-game-ever/a-20071207115329881080/g-2006071916221774024 writing this?]]
** I don't think it's supposed to be taken seriously.
*** 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 ''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'' 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.)
*** I've always called it an FPS Puzzle scifi Minimalist (but not anymore) game in space on earth. Usually, just a Portal game.
*** One other thing: in-game, Chell [[HelloInsertNameHere doesn't even have a name]]. The name Chell only appears twice in the game: it is used in one sentence in the very end of the credits, and [[spoiler: Chell is on one of the potato battery projects at the "Bring Your Daughter to Work Day" science fair]].
*** Also, his essay is factually incorrect; he states that the turrets have "clearly male" voices, despite them sounding like genderless 10-year-olds, he says that [=GLaDOS=] encourages Chell to form an emotional connection to the Companion Cube when she in fact tells her outright NOT to do this, and he basically implies that Chell incinerates the Companion Cube despite what [=GLaDOS=] says, when [=GLaDOS=] in fact requires the player to incinerate the damn thing just to progress to the next level! Also, guns are not penises! Let's take a look at what he's saying here: Guns, weapons created in order to be able kill a person from a distance is somehow the same thing as the male reproductive organ, which is an important part in creating new life? Am I the only one who sees the obvious, glaring flaw in his logic?
*** [[Film/{{Zardoz}} The gun is good! The penis is evil!]]
*** The part where he compares Chell tipping the turrets over to, and I quote, "The power of the feminine [overcoming] aggression without the use of force." [[SarcasmMode Yeah, because pushing the turrets or hitting them with a goddamn metal box doesn't require any force at all.]]
*** It's funny because personally, I prefer to just [[{{Leeroy Jenkins}} rush in front of the turret with a cube as a shield ]]
*** 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.
** What were they smoking when writing that, and why aren't they sharing?
** [[CaptainObvious I think he's]] [[InsaneTrollLogic a troll, guys.]]

to:

[[folder:Weird interpretations]]
* Exactly HOW MUCH/MANY DRUGS do you have to be on to even THINK about [[http://www.gamesradar.com/xbox360/f/portal-is-the-most-subversive-game-ever/a-20071207115329881080/g-2006071916221774024 writing this?]]
** I don't think it's supposed to be taken seriously.
*** 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 ''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'' 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
[[folder:The Companion Cube have been so heart-wrenching if it was done from a third-person perspective? No. It wouldn't. (... In addition, Cube, one level wonder]]
* What exactly is
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.)
*** I've always called it an FPS Puzzle scifi Minimalist (but not anymore) game in space on earth. Usually, just a Portal game.
*** One other thing: in-game, Chell [[HelloInsertNameHere doesn't even have a name]]. The name Chell only appears twice in the game: it is used in one sentence in the very end of the credits, and [[spoiler: Chell is on one of the potato battery projects at the "Bring Your Daughter to Work Day" science fair]].
*** Also, his essay is factually incorrect; he states that the turrets have "clearly male" voices, despite them sounding like genderless 10-year-olds, he says that [=GLaDOS=] encourages Chell to form an emotional connection to the Companion Cube when she in fact tells her outright NOT to do this, and he basically implies that Chell incinerates the Companion Cube despite what [=GLaDOS=] says, when [=GLaDOS=] in fact requires the player to incinerate the damn thing just to progress to the next level! Also, guns are not penises! Let's take a look at what he's saying here: Guns, weapons created in order to be able kill a person from a distance is somehow the same thing as the male reproductive organ, which is an important part in creating new life? Am I the only one who sees the obvious, glaring flaw in his logic?
*** [[Film/{{Zardoz}} The gun is good! The penis is evil!]]
*** The part where he compares Chell tipping the turrets over to, and I quote, "The power of the feminine [overcoming] aggression without the use of force." [[SarcasmMode Yeah, because pushing the turrets or hitting them with a goddamn metal box doesn't require any force at all.]]
*** It's funny because personally, I prefer to just [[{{Leeroy Jenkins}} rush in front of the turret with a cube as a shield ]]
*** 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
big deal with the Companion Cube.
Cube? It was only around for one level. That's not long enough for emotional attachment; what's with the guilt trip [=GLaDOS=] forces on you?
** What were they smoking when writing that, As the player, we have the benefit of not having gone through psychological isolation of being alone for extended amounts of time and why aren't they sharing?
are (assumably) of sound mind. Look at Ratman; he was practically in love with his cube.
** [[CaptainObvious I think he's]] [[InsaneTrollLogic [[DontExplainTheJoke That's also part of the joke.]] The idea is that [=GLaDOS=] is hilariously bad at understanding human beings, and so believes she could make you feel a troll, guys.]]deep sense of companionship with an inanimate object by just telling you it's you're friend. It's similar to how she expects to motivate you by promising cake.
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** We don't have any evidence at all that there was anyone with Chell's last name in cryostasis except [=GLaDOS=]'s word, and if you ever believe ''anything'' that comes out of her speaker, [[LandmarkSale I have a bridge in San Francisco to sell you]].

to:

** We don't have any evidence at all that there was anyone with Chell's last name in cryostasis except [=GLaDOS=]'s word, and if you ever believe ''anything'' that comes out of her speaker, [[LandmarkSale I have a bridge in San Francisco to sell you]].you.
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*** Yes, but that would assume that Cave is known for consistently good decisions. He obviously bought $70 million worth of moon rocks and ground them up in a fit of impulse, and ''then'' discovered he could get more for free.
** Yes, once they found out that they could portal to the moon now, they could secretly get all of the moon rocks they could carry, but the valuable thing about moon rocks is their provenance (ie, that they are known to be from the moon); a moon rock that no-one outside of Aperture knows is a moon rock is just a rock that is unusually dry and has other differences only measurable with geochemical analysis. So, yes, they can make as much conversion gel as they want, but they have no way of getting recouping the $70 million. Also, moon rocks are valuable because of their rarity, and suddenly having tonnes and tonnes of them from out of nowhere, with the obvious explanation that you have some undisclosed method of getting tonnes more, will tend to drop the price (cf, [[https://en.wikipedia.org/wiki/Amethyst amethyst]], which was once an extremely precious stone on par with diamond and emerald but lost most of its value when we got access to huge deposits in Brazil in the 18th century).
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** The way Wheatley talks about the matter, the facility's [=AIs=] have to apply for positions to (and can be fired by) individual managers rather than being assigned duties by an AI resources department. This is implied not just by the foreman anecdote but by him getting himself onto a nanobot work crew without being immediately rejected (even so, did he somehow lie about his size?) or coming to [=GLaDOS's=] notice. Evidently, assuming this is true, every manager in the more prestigious departments had better candidates; only the test subject department was desperate enough for AI labour to have hired him.
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** You're in a pretty big area that probably isn't airtight. Wheatley says he can smell neurotoxin after you cut the first one (don't ask why a core has a sense of smell) but it could be that the neurotoxin:air ratio didn't reach a lethal level before Chell was sucked out. For a real world example, you can smell rotten eggs long before natural gas from a leak reaches a lethal or even harmful concentration.
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Improved information on the Morality Core Backstory
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Improved information on the Morality Core Backstory


'''''It can be ignored.'''''

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'''''It -->'''''It can be ignored.'''''
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Improved information on the Morality Core Backstory

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Improved information on the Morality Core Backstory


** Notice that in the Lab Rat tie-in comic, one of the scientists likens the Morality Core to a conscience. And what's commonly said about your conscience? '''''It can be ignored.'''''

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** Notice that in the Lab Rat tie-in comic, one of the scientists Rattmann likens the Morality Core to a conscience. And what's commonly said conscience, and [[LampshadeHanging lampshades]] what is universally known about your conscience? the conscience.
'''''It can be ignored.'''''
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** Well, the pipers in the modern facility aren't actually pipes meant for the gel. They are transport tubes that transports various things throughout the facility (which includes you and Wheatley at one point, and deadly neurotoxin, as GlaDOS tries to use it when she has you trapped). It could be possible the tubes may have previously been attached to the pipes in the older facility, much like how the newer facility was still attached to previous versions of it. Due to Chell activating the pumps for the gels, those tubes began to pump the gels upwards into the newer facility. So, the pipes were always attached to the new facility, it's just that no one ever thought that anyone would ever go down into the older sections of the facility to turn the pumps on. And eventually, the workers of the newer facility were unaware those pipes were connected, as well as the existence of previous facilities.
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[[folder: Where did all the gel pipes come from?]]
* So, after escaping Old Aperture, three gel pipes are connected to ones from the new facility, allowing gel to be transported into new test chambers. In Wheatley's tests and especially the endgame, gel pipes are almost EVERYWHERE. Even in places such as the Central Core chamber, which we've been in before. How come we didn't see any inactive gel pipes around before Chapter 6? I doubt Wheatley would start installing them, especially since they only become linked to the pumps after escaping Old Aperture.
[[/folder]]
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Removing Natter.


** 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 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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** 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 SelfDemonstrating/TheJoker), insane, 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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** It's stated in Lab Rat that the main power grid was knocked offline when [=GLaDOS=] was destroyed, likely meaning that there was some sort of emergency shutoff that turned off the nuclear reactor powering the facility, and everything we see in Portal 2 prior to her reactivation is the "reserve grid" mentioned in Lab Rat. When [=GLaDOS=] is reactivated, she turns the reactor back on, and Wheatley does something to it during his reign that causes it to start going critical.
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** According to The Final Hours of Portal 2, Portal 2 takes place ''50,000 years'' after the original game.

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