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Portal: The REAL Way To Use The ASHPD
P0RTAL The REAL Way To Use The Aperture Science Handheld Portal Device From the master guidemaker doogy300 STUFF YA'LL SEE IN HERE 1. Basics Training 2. Test Chambers 3. Da FAQ 4. Handy Hints For The Not-So-Rocket-Scientists 5. Legal Things You Can Ignore _______________________________________________________________________ 1. Basics Training Not Quite Rocket Science In the world of Portal, you're a human rat trapped in a high-tech maze, with only a deranged and sadistic A.I. with a tendency for cake and a never-before-thought-of gadget designed for breaking the rules of reality and physics to keep you company. You play as Chell, an orange jumpsuit-wearing woman stuck in a "brief detention in the relaxation vault". You must guide her through the Aperture Science labs with a prototype handheld portal device. The only other "person" (if you could call it that) is GLaDOS. In GLaDOS' scrambled silicon brain, mankind's highest ambition is to aquire "cake". As such, she will occasionaly speak out to Chell about how Chell will be awarded with cake when the tests are over. It quickly becomes evident that GLaDOS' notion of "cake" may differ from our perspective. I.E. will Chell be the recipient of a freshly-baked cake, or rather, just one item in a list of ingredients? Here's a hint: the only way to safely dispose of the portal device is to incinerate it. And cakes require high temperatures to bake. Let's look at our new friend, the ASHPD. It is your primary means of navigating this mind-bending environment. To use, simply aim at a flat surface. If the aiming reticle is in outline form, this means that the surface is not made for portals and that you should find another surface. When you see the reticle become filled in, fire away. This surface is A-OK for portals. When you have a shot lined up, press the LEFT MOUSE BUTTON to launch a blue portal, or the RIGHT MOUSE BUTTON for an orange one. Easy. You may come across cubes in your travels. Use these cubes in the challenges; they will be very useful for holding buttons down, getting rid of turrets, or reflecting those floating orbs around. Those pulsating orbs, by the way, need to be directed into ball catchers. Use the cubes and portals to achieve this. Don't touch the orbs though; there's a reason why they are used as weapons by the combine. Turrets are also frequently-occuring annoyances. They will fire barrages of hot lead into your flesh if you step into their line of sight. If you could get behind them, you could pick one up... ____________________________________________________________________________ 2. Test Chambers "Get A Career In Science!" They Said CHAPTER ONE: TEST CHAMBERS 00 TO 03 Wake up, Chell..... The Portal has you..... Heh heh. Just kidding. When you awake from your groggy sleep you find yourself in a cold, sterile chamber. It ain't the Motel 6. Follow the PA through the nearby orange portal to find yourself in a room with a big red button on the floor. A giant cube drops from a Vital Apparatus Vent; pick it up with the E button (or whatever button you assigned the INTERACT BUTTON), and drop it on the button with another push of E. Walk through the door that just opened. Congrats - you just solved your first puzzle. Rest assured that the eggheads behind Aperture Science have the rest of the puzzles ever more challenging. After the elevator ride, look for the orange portal. The blue portal switches between three locations: a room with a red button, a room with a cube, and a room with the exit. Dash through the portal when you spot the room with the cube. Grab the cube, walk back through the portal. Wait till you see the button through the portal and dash in. Drop the cube on the button and leave through the portal again. Now wait for the portal to show the exit. Move through and that's that. After another lift, wait for the doors to open and proceed through. When you reach the bottom of the stairs you should see a blue portal. Go ahead and walk through it. Forget about the door on the other side; you should see the prize below: the Handheld Portal Device! Jump down and grab it. Sure, it's not fully-functional (it can only fire blue portals at the moment), but now you can create portals of your own. Fire a blue portal anywhere in the pit, move through and walk through the door leading on. After leaving the lift, you come across a merciless chasm. Where's the bottom? Don't fret; there's an orange portal on the other side. Launch a blue portal on your side, and that impossible gap has just become possible. Uh-oh, another gap lies just ahead. Fire a blue portal beyond this new hole, and walk through the orange portal. There we go! Both pits have been pwned. And that's p for portal. Portal-owned. CHAPTER TWO COMING SOON ___________________________________________________________________________ 3. Da FAQ Send in those questions to email@example.com. Q: When do you get to fire orange portals? A: You get the upgrade in Test Chamber 11. Q: What does GLaDOS stand for? A: GLaDOS stands for Genetic Lifeform and Disk Operating System. Q: I'm stuck on the advanced version of a test chamber! What do I do?? A: Take it easy. Just send me an email and I'll send you a helpful walkthrough. At least, until I decide to put in an Advanced Tests chapter. Q: Are there cheats for this game? A: Yes. They are all inputted through the console (except for the PS3 and XBox360 versions). The cheats are similar to the Half-Life 2 console cheats. ____________________________________________________________________________ 4. Handy Hints For The Not-So-Rocket-Scientists Ph.D Not Required Here's some advanced placement portal science: FLINGING Use this when the place you need to be is much higher than you, and stairs or lifts aren't around. First, face the place you need to get up to. Turn around and you should spot a suitable surface for a portal, just across from the destination. Place a portal there. Next, find the deepest pit you can safely jump into (you may need to get up higher if there is no pit). Place a second portal there. Now jump in the second portal! You'll fly right in and across to your destination. DOUBLE FLINGING Use this when you can't find a deep enough pit to use in flinging. Instead of placing the second portal in a pit, place it anywhere where you can walk to it. Moving through will eject you from the first portal. Quickly, while you're falling back down, launch that second portal onto the ground where you'll land! Now land in the portal and you'll be flung across to your destination. FLOOR-TO-FLOOR Use this when there are no portal-safe walls around your destination. Place a portal right in front of the ledge that holds the place you need to be. Now, find a deep pit and place the second portal in there. Jump in the second portal and prepare to land on the high ledge. HALL OF PORTALS This isn't really gonna get you far; it's just what everyone wants to do. Fire a portal at the ceiling right above you. Now fire a second portal on the floor right below you. What you get is an experience not unlike that of a freefall ride. Or... In a narrow corridor, fire a portal on the wall to your right. Now fire a second portal right opposite it, on the wall to your left. Run through one of the portals. Who is that person? Let's chase them! ___________________________________________________________________________ 5. Legal Things You Can Ignore Portal: The REAL Way To Use The ASHPD by doogy300 Email: firstname.lastname@example.org Copyright ACI 2007 Portal is a registered trademark of Valve Software. www.steampowered.com