Portals and the wonderful console
Advance Warning
Note: This guide will work only on the original Stanley Parable, NOT Ultra Deluxe!
Ultra Deluxe uses Unity, not Source, so none of the console commands work.
Accessing the console
To access the console:
You can then access the console in-game by typing ~ (tilde). None of the codes below require sv_cheats to be enabled; trying to enable sv_cheats will just send you to the Serious Room and will not enable cheats.
- In the Library section, right-click on the Stanley Parable and choose "Properties".
- Choose "Set launch options".
- Enter "-dev -console" (without quotes) in the launch options window.
You can then access the console in-game by typing ~ (tilde). None of the codes below require sv_cheats to be enabled; trying to enable sv_cheats will just send you to the Serious Room and will not enable cheats.
Warping between game areas
Areas from the "intended" path:
map map1 - Sends you to the start of the game, with an office layout randomly reselectedmap map2 - Sends you to the mind control facility
map freedom - Sends you to the freedom ending
Areas from the Playtester ending
map babygame - Sends you to the baby/puppy gamemap blockbase - Sends you to the Minecraft map
map testchmb_a_00 - Sends you to the Portal map
Areas from the Confusion ending
map map_two - Sends you to the area below the maintenance liftmap map_one - Sends you to the first repetition of the office
map thefirstmap - Sends you to the second repetition of the office
map theonlymap - Sends you to the third repetition of the office
map map - Sends you to the final repetition of the office
Areas from other routes
map map_death - Sends you to the death machine / museummap zending - Sends you to the particle display / suicide tower
map seriousroom - Sends you to the Serious Room without increasing the count of cheat attempts
map redstair - Sends you to the escape pod staircase
map buttonworld - Sends you to the Heaven map
map incorrect - Sends you to the altered office map after unplugging the phone in the Real Person ending
Pointing and.. shooting?
crosshair 1 - gives you a dot pointer to show what you're aiming at.
bind 4 "ent_fire !picker unlock; ent_fire !picker open" - press 4 while aiming at a door to open it, even if it's normally locked or closed by the narrator. Some doors are not complete doors and do not open this way and some will open onto blank walls, but some lead places. Note that the game uses (invisible) portals internally so doors don't necessarily lead back to where they came from!
bind 2 "fire_rocket_projectile" - press 2 to fire a giant error missile. Can't hurt anything (except Stanley), but can break windows, and if you're determined to destroy the narrator's story, what better? Oh, and no, you can't rocket jump.
bind 7 "create_flashlight" - press 7 to create a spotlight where you're pointing. This can light up blacked out areas.
bind 5 "ent_teleport player" - press 5 to jump Stanley to where the cursor is pointing. Beware that this can very easily get you stuck.
ent_create_portal_companion_cube - spawns a Companion Cube at the cursor's location. Other ent_create commands from Portal do not work and spawn broken meshes - this means that the author deliberately included the companion cube (!)
ent_remove - deletes whatever you are looking at. Be careful, not all objects are visible and you can break level connections this way. ent_fire !picker kill may also work for this.
ent_rotate <value> - rotates the item you're looking at by <value> degrees.
bind 4 "ent_fire !picker unlock; ent_fire !picker open" - press 4 while aiming at a door to open it, even if it's normally locked or closed by the narrator. Some doors are not complete doors and do not open this way and some will open onto blank walls, but some lead places. Note that the game uses (invisible) portals internally so doors don't necessarily lead back to where they came from!
bind 2 "fire_rocket_projectile" - press 2 to fire a giant error missile. Can't hurt anything (except Stanley), but can break windows, and if you're determined to destroy the narrator's story, what better? Oh, and no, you can't rocket jump.
bind 7 "create_flashlight" - press 7 to create a spotlight where you're pointing. This can light up blacked out areas.
bind 5 "ent_teleport player" - press 5 to jump Stanley to where the cursor is pointing. Beware that this can very easily get you stuck.
ent_create_portal_companion_cube - spawns a Companion Cube at the cursor's location. Other ent_create commands from Portal do not work and spawn broken meshes - this means that the author deliberately included the companion cube (!)
ent_remove - deletes whatever you are looking at. Be careful, not all objects are visible and you can break level connections this way. ent_fire !picker kill may also work for this.
ent_rotate <value> - rotates the item you're looking at by <value> degrees.
Thinking with Portals
Stanley Parable HD is actually a Portal 2 mod so it has full portal support, but there is no way to get the portal gun. However you can still use portals by placing them manually, which is a pain in the backside, but fun.
To create a portal:
Here's a few fun standard portal locations. All of these open blue portals, to open a yellow portal instead, change the second number to 1.
In the MInd Control Facility:
In the Freedom map:
To create a portal:
- Move Stanley near the wall you want to create the portal on.
- Open the console and type getpos, six numbers will appear.
- Move Stan/ey back a bit.
- Open the console and type portal_place but don't press Return yet. After portal_place you must type eight numbers separated by spaces which have to be as follows.
- The first number should be 1.
- The second number is 0 for a blue portal or 1 for a yellow one.
- The third, fourth and fifth numbers should be the first, second, and third numbers from getpos.
- The sixth number should be 0.
- The seventh number should be the fifth number from getpos, plus or minus 180 (whichever is easier).
- The eight number should be the sixth number from getpos which is usually 0.
- The first number should be 1.
- Press return and the portal should open. As usual the portal will be cloudy and unusable until you open a second one. Note that once the portal is fully open there will be some graphic corruption around the edges, this is normal.
Here's a few fun standard portal locations. All of these open blue portals, to open a yellow portal instead, change the second number to 1.
- Stanley's Office - portal_place 1 0 -205 -207 64 0 46 0 .
- The normal office complex - portal_place 1 0 -465 495 64 0 260 0 .
- The blue office complex - portal_place 1 0 1680 -1967 -1983 0 -270 0 .
- The corridor office "complex" - portal_place 1 0 3136 -2099 -1103 0 20 0 .
- The first choicepoint - portal_place 1 0 1701 1544 64 0 180 0 .
- The meeting room - portal_place 1 0 -208 2005 64 0 -260 0 .
- The employee lounge - portal_place 1 0 3216 2268 64 0 0 0 .
- The broom closet - portal_place 1 0 -579 2271 64 0 260 0 .
- The boss' corridor - portal_place 1 0 -1218 2218 352 0 -270 0 .
- The nightmare loop - portal_place 1 0 -6351 719 -191 0 270 0 . Leaving the nightmare loop doesn't prevent Stanley going crazy after a limited amount of time.
- The shipping dock - portal_place 1 0 1133 3335 0 0 0 0 .
- The warehouse floor - portal_place 1 0 1233 3600 -600 0 90 0 . Note that contact with the Warehouse floor on the standard map kills Stanley even if he did not fall any distance there.
- The first red/blue choice - portal_place 1 0 3664 2922 -191 0 0 0 .
- The second red/blue choice - portal_place 1 0 5216 2499 -191 0 0 0 .
- The third red/blue choice - portal_place 1 0 8498 2791 -191 0 270 0 .
- Three door choice - portal_place 1 0 6724 4738 -1871 0 0 0 .
- Three door choice with leaderboard - portal_place 1 0 8099 4756 -1871 0 180 0 .
In the MInd Control Facility:
- At the choice point - portal_place 1 0 280 317 -1315 0 0 0 .
- Inside the control room - portal_place 1 0 -4885 -7979 10304 0 20 0 .
In the Freedom map:
- Freely explore the freedom landscape - portal_place 1 0 0 -328 73 0 90 0; portal_place 1 1 -5 -1494 196 0 270 0
Console easter eggs and random bits
bark - makes you bark when the use button is pressed for no other reason.
raphael - any time the narrator is supposed to speak, a random voice says "Stanley!" instead.
imabird - Makes you fly in the same way you do during the Nightmare Loop. Only your viewpoint is changed so you can't actually move in three dimensions or hit the ceilings of tall rooms.
hideous - shows a page from the TF2 wiki, picks randomly from this list:
http://wiki.teamfortress.com/wiki/Timeless_Topper
http://wiki.teamfortress.com/wiki/Soldered_Sensei
http://wiki.teamfortress.com/wiki/Well-Rounded_Rifleman
http://wiki.teamfortress.com/wiki/Steel_Shako
http://wiki.teamfortress.com/wiki/Soldier%27s_Sparkplug
http://wiki.teamfortress.com/wiki/HDMI_Patch
http://wiki.teamfortress.com/wiki/Graybanns
http://wiki.teamfortress.com/wiki/Western_Wear
Type facepunch while playing to change all textures to the facepunch logo, is equivalent to the incrementvar mat_matoverride 0 1 1 console command.
Type secret when you are in the main menu and start credits for a different credits music.
Type vinh while the credits are playing for an extra secret.
Entity tricks:
ent_fire zaxis_paperpocalypse turnon - makes the scattered forms appear all over the normal office. Replacing turnoff makes them disappear if they're there.
ent_fire zaxis_stormy togglesound - turns on the rain sound in the office.
ent_fire zaxis_boxvillie turnon - makes the huge order of cardboard boxes appear in the office.
ent_fire beginagain add 20 - (or any number) changes the number of times the game thinks you've restarted. This can alter the narrator's comments.
ent_fire bigcounter2 add 45 - gives the second baby game narration.
ent_fire bigcounter3 add 45 - gives the third baby game narration.
ent_fire bigcounter4 add 45 - gives the fourth baby game narration and activates the puppy.
ent_fire bigcounter5 add 45 - gives the fifth baby game narration.
ent_fire bigcounter6 add 45 - gives the sixth baby game narration.
ent_fire bigcounter7 add 45 - gives the seventh baby game narration.
ent_fire bigcounter8 add 45 - gives the eighth baby game narration.
ent_fire bigcounter9 add 45 - gives the final baby game narration.
ent_fire bigcounter9 add 2000 - starts the Divine Art Ending.
raphael - any time the narrator is supposed to speak, a random voice says "Stanley!" instead.
imabird - Makes you fly in the same way you do during the Nightmare Loop. Only your viewpoint is changed so you can't actually move in three dimensions or hit the ceilings of tall rooms.
hideous - shows a page from the TF2 wiki, picks randomly from this list:
http://wiki.teamfortress.com/wiki/Timeless_Topper
http://wiki.teamfortress.com/wiki/Soldered_Sensei
http://wiki.teamfortress.com/wiki/Well-Rounded_Rifleman
http://wiki.teamfortress.com/wiki/Steel_Shako
http://wiki.teamfortress.com/wiki/Soldier%27s_Sparkplug
http://wiki.teamfortress.com/wiki/HDMI_Patch
http://wiki.teamfortress.com/wiki/Graybanns
http://wiki.teamfortress.com/wiki/Western_Wear
Type facepunch while playing to change all textures to the facepunch logo, is equivalent to the incrementvar mat_matoverride 0 1 1 console command.
Type secret when you are in the main menu and start credits for a different credits music.
Type vinh while the credits are playing for an extra secret.
Entity tricks:
ent_fire zaxis_paperpocalypse turnon - makes the scattered forms appear all over the normal office. Replacing turnoff makes them disappear if they're there.
ent_fire zaxis_stormy togglesound - turns on the rain sound in the office.
ent_fire zaxis_boxvillie turnon - makes the huge order of cardboard boxes appear in the office.
ent_fire beginagain add 20 - (or any number) changes the number of times the game thinks you've restarted. This can alter the narrator's comments.
In the baby game
ent_fire bigcounter1 add 45 - gives the first baby game narration.ent_fire bigcounter2 add 45 - gives the second baby game narration.
ent_fire bigcounter3 add 45 - gives the third baby game narration.
ent_fire bigcounter4 add 45 - gives the fourth baby game narration and activates the puppy.
ent_fire bigcounter5 add 45 - gives the fifth baby game narration.
ent_fire bigcounter6 add 45 - gives the sixth baby game narration.
ent_fire bigcounter7 add 45 - gives the seventh baby game narration.
ent_fire bigcounter8 add 45 - gives the eighth baby game narration.
ent_fire bigcounter9 add 45 - gives the final baby game narration.
ent_fire bigcounter9 add 2000 - starts the Divine Art Ending.
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