Overview
Following the tradition of my General Guides, I wrote one for Portal as well. Even though it’s been quite a while since it has been released, this timeless masterpiece is still played and discovered even to this day.
Introduction
As I mentioned in the description of this guide, I will remain true to the purpose of my general guides – thus bringing you the game’s vital information as well as some backstory and all that you might need to know.
Alas, detailed walkthroughs of specific levels have been done before already and it’s too late to include it into my guide but I will still attempt to offer an overall insight into the game which would a new player welcome!
Also, the sequel being out for over 7 years now, I’ve made a guide on that as well. Feel free to check it out below.
[link]Characters & Story
This section contains story-heavy spoilers including the game’s ending – those are blackened in the spoiler tab.
The story of Portal takes place in a facility called Aperture Science. Your protagonist is a female test subject that is forced to take tests under the surveillance of rogue AI called GLaDOS (which stands for Genetic Lifeform and Disk Operating System). You wake up in a Relaxation Chamber and begin your journey.
Chell is the game’s protagonist who is guided through individual test chamber by GLaDOS. She wields Handheld Portal Device and is a silent protagonist. No matter the height, falls won’t hurt Chell as she uses braces that prevent her from taking any damage from fall. This is mentioned in Portal 2, that in early stages of portals’ development employees have been breaking their legs so to prevent that, future test subjects had to wear these.
She is the only living human test subject in the entire facility, apart from Doug Rattmann.
Doug Rattmann (commonly referred to as “Ratman”) is not seen in the game but he leaves behind his dens full of cans, makeshift beds and possibly radio. You can hang around a bit and look at his writings he’s left on the walls. Ratman has been off his medication for a long time and turns slightly insane. They are related to the backstory and provide specific hints.
Ratman predicts that GLaDOS, the AI, will go rogue and intends to kill everyone in the facility. As he’s the only one to expect this, he manages to survive and goes through test chambers just like Chell and in the end he manages to escape as he watches our protagonist from the background. After you escape the facility, you will be pulled back in and as Ratman sees that, he ventures back into the Aperture Science. He makes sure that the cabin in which Chell is sleeping is connected to life support and puts her name on top of the test subject list. However, he is shot* by a turret and dies as Chell sleeps and wakes up during the events of Portal 2.
*It is plausible that Rattman is still alive, being drugged and kept in a living state using anesthesia. Refer to the comment section for more information.
As was stated above, GLaDOS is an AI that makes you complete tests. It (or she) often likes to humiliate Chell by mentioning her parents that abandoned her as well as making endless attempts to insult her. GLaDOS’ behavior is being adjusted by personality cores.
Even though the following is not an actual character, I feel like it’s fitting to put it into this section, that is the
This cube does not differ from other, regular weighted cubes however it has pink hearts on its sides. It is believed, or rather theorized, that there are actual, live souls trapped in this cube. GLaDOS makes a remark regarding the companion cube by saying that you should not speak to the companion cube or listen to its advices, should you start hearing it talk. At one point of the game, there is another case which leads us to believe that there might be previous test subjects’ souls trapped inside.
Cameras & Radios
As you journey through the facility, you will encounter cameras and beeping radios. There are two achievements related to these. One of them requires you to take down all the cameras that are hanged on the white, portable wall by simply opening a portal behind it and then somewhere else so that it loses its adhesivity.
Radios are found scattered around, making a beeping noise to make it easier for you to find them. When you pick them up, they still ripple and its middle diode shines red. You are required to carry it to a specific place where it catches signal and the red light turns green. They contain actual messages and images and in order to see these images, you need to decode the signal.
Challenges & Advanced Chambers
Once you beat the game, there is still more to do – that being challenges. They are a series of levels starting by chamber 13 and each has a challenge – least steps, least portals and least time. All of them are pretty much self-explanatory and some of them are very tricky and will most likely awaken your inner rage!
Advanced Chambers are a copy of the game’s regular chambers but with some added elements and additional steps you need to take in order to finish the level. Both can be found under the “bonus maps” tab.
- In least steps challenge, it is advised to jump around instead. While you do that, crouch as well, that results in longer jump and every saved step counts. While just your landing might cost 2 steps, walking would result in 4 or 5 steps instead. Also, you will be better off not taking little steps by repeatedly pressing W. Every time you press W, it counts as a step, therefore holding it will result in covering the same distance while costing much less steps.
While holding W, each step is counted after reaching a specific distance (let’s say 0.65m) but if you rather tap the button, every time you press W will count a step, so you might travel 0.25m in cost of 2 or 3 steps. Little things have big role. - Least portals are more likely to cause you less work. During this challenge, think ahead and make every portal count, use blue/orange portal accordingly and don’t shoot around aimlessly.
- Least time challenge usually just involves practicing the same level over and over, be quick, collective and know your moves. I recommend jumping around instead of regular walking as that is also much quicker and will save you precious seconds.
Personal View
I’ve decided to make this quick guide mainly because I want to follow my series of General Guides that cover the fundamentals of every game, even if the game has been covered enough in the past, I try to find something that would a newcomer find useful.
I know I was wondering about few things the first time I played Portal, such as Ratman’s dens or story behind the companion cube.
Even though this game is quite old now, it is a timeless masterpiece that luckily I end up playing. I knew of the game for years but never really thought I’d give it a try and I’m glad I did. The story is not that long as you might expect but it’s really entertaining and gripping. As for achievements, majority of them is unlocked by simply playing the game. The rest are related to challenges and obtaining all medals which might take some time.
Whether you enjoyed this game or not as much, I suggest to buy Portal 2 or keep an eye on it for when it goes on sale as the next game offers a lot more.
Closure
Overall this is one of Valve’s best work along with Portal 2 and I fairly enjoyed playing both games. The whole concept of portals present in the game is stunning, amazing and yet simple. The way it is presented to the player is also well-made.
Each of Valve’s games simply has something to it, something almost magical and I’m glad I took the time to play both Portal games.
note: Please, do keep in mind that this guide did not aim to offer a detailed walkthrough on each test chamber, rather offer more story-oriented content along with little tips coming from my own experience.