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If the file has been modified from its original state, some details may not fully reflect the modified file. The Aperture Science Handheld Portal Device, originally marketed in the 1950s as an Aperture Science Portable Quantum Tunneling Device, also commonly known as a Portal Gun or by its acronym, "ASHPD", is an experimental tool used to create two portals through which objects can pass. Used in the Enrichment Center's testing tracks, it is a Test Subject's primary tool to complete each test, as well as being a mandatory travel aide outside of testing areas. When the ASHPD is fired, a burst of colored energy is emitted from the barrel, corresponding to the colored portal it is intended to create. The ASHPD also has a zero-point energy field manipulator, similar to the Gravity Gun but far weaker. During Portal, Chell first acquires the ASHPD in Test Chamber 02; it fires only blue portals.
With the noted exception of cameras, a portal is incapable of causing physical damage to either humans or objects. Shooting an orange portal on an existing blue portal (or vice versa) will create the portal right next to it, if the room available allows it. An Aperture Science Material Emancipation Grill will close, or "fizzle", any portal created by the ASHPD.
The most basic technique is "Flinging," whereby one transforms downward momentum into forward momentum by means of cleverly placed portals.
A more complex form of "Flinging" is the "Double Fling," performed when lacking a deep enough pit from which to fling.
In the absence of a portal-friendly high wall from which to fling, there is another way to exploit momentum for the purposes of reaching remote ledges: the "Floor-to-Floor" technique. The last technique, advised to be mastered by the player who wants to succeed in the Advanced Chambers, is called "Portal Ledge." It involves standing partway through an already deployed portal, and using it as a ledge to reach surfaces beyond the range of the current location. The concept of shooting blue and orange portals to solve puzzles was directly imported from Narbacular Drop, whose team was hired by Valve to develop that technology into what became Portal. As seen in a very early Portal screenshot, the hands and forearms of the ASHPD user were to be featured in the viewmodel. The portals seen in the Portal trailer[4] are slightly different than the retail ones, and have purple waves swirling in the middle. The firing sound of the ASHPD when it is still attached to its pedestal originally was the charging sound of the Combine Guard Gun, a weapon cut from Half-Life 2.
The "ASHPD" acronym bears a striking resemblance to Adrian Shephard's name (Adrian SHePharD), which led many players to speculate it is a hidden Easter egg, suggesting Shephard's involvement in Portal or its sequel.
The ASHPD in Portal 2 has new firing sounds (although not dissimilar from the originals), as well as new sounds when something goes through a portal.
With the Razer Hydra controller and Sixense DLC for Portal 2 installed, the ASHPD gains several new abilities, similar in function to the Physgun from Half-Life 2 Beta.
In Portal 2, the speed that a portal travels after being fired from the ASHPD appears to be infinite (or at least, the speed of light). Typing "impulse 101" in Portal gives all the Half-Life 2 weapons and shows the HUD, where a standing man glyph is used for the ASHPD.
When this cheat is enabled, the player can kill themselves with the Half-Life 2 weapons by shooting through the portal, this is the only Valve game that allows players to kill themselves with their own firearms. The ASHPD can be used in Half-Life 2 and its episodes and Half-Life: Source by simply copying all the game data of the related game into the Portal data folder, then using the console to load the required map. In the Portal 2: Valentine's Day, the Portal Device has the portal firing sounds switched over (blue to orange and orange to blue). According to the Aperture Investment Opportunity #4: Boots video, the ASHPD is powered by a miniature black hole, which is kept stable through the use of a cooling fan at the rear of the device. In the game, it is noticeable that Chell is displaced slightly when falling toward a portal on the floor, to ensure she manages to go through.
The ASHPD seems to be fairly durable, as one is able to survive the fall into the Incinerator Room and is covered by debris but is still fully functional. In Portal 2, the ASHPD gives off blue energy similar to electricity before it is picked up, indicating it is damaged, but ceases to give off this energy and appears to function normally after being picked up.
Prior to the first test chamber in Chapter 6 of Portal 2, a safety poster features a picture of an earlier model of the ASHPD known as the "Aperture Science Portable Quantum Tunneling Device". Even though GLaDOS stated to "not submerge the Device in liquid even partially," Chell can still do it via the gels and the clear liquid (presumably water) in Portal 2. When playing as Chell, the ASHPD's viewmodel somewhat sways and "lags" behind first-person view. The aged model has exactly the same aging details on every single gun, almost as if it were printed on each gun. When Chell enters a test room in the old part of Aperture, Cave Johnson makes a statement saying that the portals may cause time travel.
This article is within the scope of the Portal Project, a collaborative effort to improve articles related to Portal and Portal 2. You can help clean up this page by correcting spelling and grammar, removing factual errors and rewriting sections to ensure they are clear and concise, and moving some elements when appropriate. Portal is a single-player, first-person shooter puzzle game developed and published by Valve Corporation.
The plot of Portal is revealed to the player via audio messages from GLaDOS and side rooms found in the later levels.
Chell proceeds into the Enrichment Center, interacting only with GLaDOS over the course of the game. Chell makes her way through the maintenance areas and empty office spaces behind the chambers into the piping areas, sometimes following graffiti messages which point in the right direction. GLaDOS attempts to dissuade Chell with threats of physical harm and misleading statements claiming that she is going the wrong way as Chell makes her way deeper into the maintenance areas. The final scene, after a long and speedy zoom through the bowels of the facility, shows a mix of shelves surrounding a brown cake with one candle and the Weighted Companion Cube. A typical Portal level (Test Chamber 17) with both the player's blue and orange portals opened. In Portal, the player controls Chell (as she is named in the game credits), a test subject in the Enrichment Center. Guided by a supercomputer named GLaDOS (an acronym for Genetic Lifeform and Disk Operating System, voiced by Ellen McLain), players use the portal gun to perform a variety of tests, such as creating portals to knock over turrets and moving to a previously unreachable area. Two additional modes are unlocked upon completion of the main game.[2] In Challenge mode, the player has to get through a test in either as little time, with the least number of portals, or as few footsteps as possible. On March 5, 2010, Portal 2 was officially announced after a series of cryptic clues were released in the form of an update to Portal. The player can spawn the same NPCs, with the 'npc_create' console command, in Portal as in Half-Life 2: Episode One, because it uses Episode One as the basis for models. In the trailer for Portal there is a small clip of Vortal Combat which is from Half-Life 2: Episode Two. The team that designed the cake at the end of the game actually saw this kind of cake at a local bakery.
It is the second game created by Valve to not be rated Mature, the first being the original Day of Defeat. Production staff (other) Aaron Barber · Jeep Barnett · Ken Birdwell · Dario Casali · John Guthrie · Mike Harrington · Damarcus Holbrook · Brett Johnson · Doug Lombardi · Gabe Newell · Randy Pitchford · Dave Riller · David Speyrer · Jay Stelly · Kim Swift · Douglas R.
Voice actors John Aylward · Dee Bradley Baker · Adam Baldwin · Robert Culp · Merle Dandridge · Michelle Forbes · Jim French · Louis Gossett Jr. Throughout the development of Half-Life 2, its arsenal of weaponry varied considerably, and it contained several different weapons than when the game was first made public, weapons that were later cut before the final release.
It has been suggested that the bulk of the weapons were cut due to the fact that they were too similar to one another, as the AK-47 served a very similar role to the AR2, and the OICW the same to the SMG1, and that it would not be very believable to hold more than 25 weapons, even though a limited weapons system was implemented at some point, having the player throw a weapon before picking up a new one. Most, if not all of these weapons are usable in playable Half-Life 2 Beta, and are playable in the mod Missing Information, although sometimes with some changes. Also, if searching some of the binocular's sound files, it can be found that it was supposed to play some kind of music when using or zooming it.
The Brickbat is an unfinished "weapon" that was to allow the player to use a small selection of props as weapons, by picking them up on the ground and throwing them. In the playable Beta, the Molotov cocktail appears as a Headcrab when spawned but is a regular Molotov when thrown. Dropped along with Combine Guard concept, although its firing sound was re-used for Portal.
The fire extinguisher was used to extinguish fire that could stand in the way of the player and help him progress into the level. The flare gun is a weapon that shoots flares that are typically used as a distress signal as well as other signaling purposes. In Half-Life 2: Episode One disposable flares were introduced, that Gordon Freeman could use with his Gravity Gun, mocking the operation of the flare gun.
The Flare Gun concept was reused in Team Fortress 2 as an unlockable weapon of the Pyro and it is used to ignite enemies from long range. Synergy used to have this weapon before the game had bits of content stripped for the Steam release. The 1 in the HMG1's name hints that there was supposed to be another HMG, but there is no sign of it in the Beta.
In the final version, the Combine Soldier still has a firing animation for the HMG1, but is unused. Judging from its name, the Hopwire may have been the functional equivalent of the Laser Tripmine based on the M86 Pursuit Deterrent Munition.
The hopwire grenade can be found in Half-Life 2: Episode One as a hidden weapon, dubbed the "blackhole hopwire". An ice axe is a multi-purpose mountaineering tool carried by practically every mountaineer. The Ice Axe was probably dropped along with the Borealis concept, and also because it was identical in operation (in-game terms) with Gordon's trademark crowbar.
The Immolator was a weapon intended to be used by Combine Cremators and then acquired by the player. Dropped along with the Combine Cremators concept; however the effects of the weapon were converted for the effects made by thrown objects of Combine soldiers in the laser-like vertical beams in the Citadel. The player also finds burnt corpses of rebels throughout the game, suggesting that Cremators found them.

What little is known about the Incendiary rifle (or irifle) can be garnered from its appearance in the pre-release "Tunnels" gameplay video, where it is seen used against some Civil Protection officers. The Molotov cocktail idea was reused for Left 4 Dead as an optional secondary weapon of the Survivors to ignite zombies from long range.
It was originally part of the Brickbat props, thus its Headcrab appearance in the playable Beta. The XM-29 never entered full scale production or served with any military, but that hasn't stopped a number of games and films from depicting it in the hands of soldiers and mercenaries, including Half-Life 2 in its Beta phase. The OICW has good accuracy as long as the player fires in short bursts, and the scope turns it into a decent makeshift sniper rifle. The Gravity Gun was originally called the Physgun and allowed the player to levitate far away objects without bringing them closer. An unknown sniper rifle of Combine origin was planned to be in the arsenal, but was dropped in favor of the less conventional crossbow (which has the same range for a skilled player).
In Half-Life 2 and its episodes, the player can spawn a box of sniper rounds using the console command "give item_box_srounds". A piece of concept art for Half-Life 2 depicts Alyx was to own a basic weapon in the form of a socket wrench, just like the crowbar for Gordon or the pipe wrench for Shephard.
Appearing like the classic Half-Life 2 pistol, it shoots red blobs that stick to anything (including enemies).
The weapon also makes an appearance in Team Fortress 2, as the Demoman employs a weapon of near identical description as his secondary weapon.
The Tau Cannon was first scheduled to be in the arsenal, but due to unknown reasons was cut from the final version. An unused sound clip can be found in the game's files of a citizen talking about detaching the Tau Cannon from something, suggesting that at some point in the game's development, the Tau Cannon was to be detached from the Buggy for the player to take with them after leaving the car at Lighthouse Point. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 4.0 Unported License.
It is believed that screenshots may be exhibited on Half-Life Wiki under the fair use provision of United States copyright law. No matter the distance between them, any object which passes through one portal will emerge from the other and vice versa instantaneously. A light in the small hole on the top of the ASHPD and its glowing glass tube have the color of the last portal shot. It is later upgraded in Test Chamber 11 to fire the orange portals as well (while another model is found there, it actually consists of an upgrade to the current model, as said by GLaDOS).
It appears to have been hidden in a Ratman den in the ruined Test Chamber 02 by Doug Rattmann. If a portal is closed while something is between it and the destination, the object will automatically be pushed out of one or the other, depending on which one the object is closer to. It first starts with a completely blue crosshair, as the first acquired ASHPD can only shoot blue portals.
This ensures that the Test Subject starts each new Test Chamber with a "clean" portal network, with their portals confined only to the Test Chamber they are currently in. This is mainly used to clear large gaps or obstacles when more orthodox means, such as stairs or lifts, are not available.
Instead of placing one portal on a high wall, it is instead placed on the floor while the second is placed in a pit. It can literally be used as a ledge to jump through, or another portal can be created from inside it and edge one's way toward a distant destination. Chell's right hand and forearm are still present in the final viewmodel, although the texture is broken. The final colors, blue and orange, are actually the same as the ones featured in Narbacular Drop, Portal’s predecessor technically speaking. In addition, completing Portal unlocks a new menu background which contains a keyboard that has all the letters in Adrian Shephard's name highlighted, and these keyboards can also be seen throughout the game.
In addition to its normal ability to pick up objects, it can extend the beam to move them further away from the player, even through portals, up to a distance of several meters away. The standing man glyph is the same one that shows in Half-Life 2 when a Resistance member is following the player. Although its prop can be imported with the Portal content, it cannot be spawned as a working portal device, as Garry's Mod does not have the necessary code to make it work.
The Half-Life 2 maps will work seamlessly with the ASHPD and vice versa, partly because of development and system similarity. In case the black hole should begin to fail, two miniature German stick grenades, stored within the casing, can be used to restart it, by screwing them into two small holes in the device. The same ASHPD also survives Chell's fall into the old Aperture Science facility, which was approximately 4 kilometers. Judging by its silhouette, it was a massive, backpack reactor with a hose running from the bottom to the "barrel" of the gun, similar to the Gluon Gun from Half-Life and the ASHPD's concept art. However, when playing as ATLAS or P-Body, the ASHPD's viewmodel stays locked in place, most likely due to their precise robotic motion.
The CO-OP guns should have been clean, new guns, and the blue portal gun and both portal gun should have different aging.
This is most likely just a precautionary statement, as the employees of Aperture might not have fully known what the portals were truly capable of at the time. This article has yet to be cleaned up to a higher standard of quality, per our Cleanup Project. The game was released in a bundle package known as The Orange Box for PC and Xbox 360 on October 9, 2007,[1] and for the PlayStation 3 on December 11, 2007. The game begins with protagonist Chell waking up from a stasis bed and getting instructions and warnings from GLaDOS about the upcoming test chamber experience. GLaDOS' actions and speech suggest insincerity and callous disregard for the safety and well-being of the test subjects. Chell begins heading into a pit of fire as GLaDOS assures her that "all Aperture technologies remain safely operational up to 4,000 degrees kelvin." However, Chell escapes with the use of the hand held portal device and makes her way through the maintenance areas within the Enrichment Center. The graffiti includes statements such as "the cake is a lie," making it more obvious that GLaDOS has only malevolent intents. The shelves contain dozens of other cores, some of which begin to light up before a robotic arm descends and extinguishes the candle on the cake. Gameplay revolves around the Aperture Science Handheld Portal Device (also known as the "Portal Gun", or ASHPD, the acronym), a device that can create an inter-spatial portal between flat planes, allowing instant travel and a visual and physical connection between any two different locations in 3D space. The key difference in the signature portal mechanic between the two games is that in Narbacular Drop the player can place a portal on a wall visible through another portal, whereas in Portal, the handheld portal device cannot fire a portal shot through a portal. It has no animations, but can fire in semi-automatic mode, three or five-burst mode, or full-auto mode. It could zoom in to five times normal sight, however the player could not fire weapons while using it.
They included at least four elements: rocks, Cremator heads, Headcrabs (mirroring the Snark from Half-Life) and beer bottles. It resembles the warp-cannon of a Strider but scaled down to be carried by human-sized units. It was used in the Borealis, but was removed because it was useless in any other situation, and caused inconsistencies when used in later levels. Due to general ineffectiveness when using this weapon it was cut from HL2 in early development.
Such a weapon, once placed, leaps up into the air after several seconds and shoots out several wires which, when tripped, cause the grenade and all its tethers to detonate.
It creates a small black hole that disintegrates everything next to it, including the player. It functioned similarly to the human-designed flamethrower except that the burning liquid also possessed corrosive properties, allowing it to nearly "eat away" organic matter. The weapon looks almost identical to the final version Pulse Rifle, but fires incendiary bolts which ignite their target in flames. Army's Objective Individual Combat Weapon program) was an assault rifle concept that sought to combine a standard 5.56mm assault rifle (what would later become the XM8 prototype rifle) with a 20mm cannon and complicated computerized sighting system. In the game, it was originally planned to be the Combine Overwatch and Conscripts' weapon of choice, but it was later replaced by the fictional Overwatch Standard Issue Pulse Rifle (OSIPR).
The grenade launcher was shown working in promo videos, but it doesn't in the leak (the grenade launcher function is in the code, but is disabled). SMG1 was supposed to be the MP5 as described earlier, but was replaced by a slow-firing version of the final SMG by the time the leak was made.
That means the SMG1's model file might've been for the SMG2 at one time, which explains why the SMG2 uses the SMG1's view model in an unmodified beta install.
This weapon was adapted for use by Overwatch Snipers, and was eventually seen by the player in Episode Two. It is unknown if it is portrayed only for aesthetic reasons or if it actually was to be scripted.
Weapon_stunbaton still spawns a baton, but it can't be used to attack and instead is used as a suit battery. It had a similar model to the Tau Cannon mounted on the Buggy, and was similar in operation to the Tau Cannon from Half-Life. It has to reload every 20 shots, gets altfire ammo directly from the player's ammo supply and uses the SMG model.
The player was to carry only one at a time and could put it on the ground to achieve to same effects as the larger, stationary versions in the retail version.
The portals can be placed on any surface which is made out of manufactured or refined moon rock and large enough to accommodate them. If the surface cannot accommodate a portal for whatever reason, the shot will dissipate in a shower of colored particles. ATLAS and P-body each use a variant on those two colors; ATLAS uses light blue and purple portals, while P-body uses light orange and red portals. If the space between the object and the ASHPD is interrupted by a solid object, there is a chance that the object will be dropped, which can sometimes occur when traveling through portals at high velocity and the object accidentally hits the edge of the portal or another object in the surrounding area. When each of the two versions of the gun are found, they are seen placed on a pedestal in the middle of a Test Chamber. However, it will work on security cameras, detaching them and making them fall on the ground. There are a few instances where the player can use portals to kill themselves, but this is likely an unintentional oversight.

Later, when the ASHPD is upgraded to shoot orange portals, the crosshair is cut in two parts, blue and orange.
They also appear within several chambers, forcing the Test Subject to find a way to work around them to complete an otherwise simple task. The concept simply requires to place one portal facing outward on a high wall across from the area that one wishes to fly over. In the absence of a pit or tall object to jump from, one portal is placed on the floor instead, while the other is placed on the wall as before.
The latter technique requires the player to exit out of their original portal immediately after placing the second portal, to prevent them from exiting through it. In Portal 2, even though the second ASHPD is presumably the same as in Portal, all portal guns have an Aperture decal sticker instead. It can also physically grab and reorient portals from any distance so long as they remain on a flat, acceptable surface for portals.
This means that many Portal advanced maps and some Portal: Still Alive maps cannot be recreated properly in Portal 2. Should the fan fail, the device should be disassembled to retrieve the Event Horizon Estimation Wheel, which will determine the minimum safe distance to survive the resulting overload. At the time that Cave recorded the aforementioned message, the ASHPD was known as the Aperture Science Portable Quantum Tunneling Device. It may contain factual errors and nonsense, as well as spelling, grammar and structure issues, or simply structure problems. The Microsoft Windows and Mac OS X versions of the game are also available for download separately through Valve's online delivery platform Steam and was released as a standalone retail product on April 9, 2008.[1] The game consists of a series of puzzles which must be solved by teleporting the player's character and other simple objects using the Aperture Science Handheld Portal Device. This part of the game involves distinct test chambers that the player has to complete to go on to the next test chamber. The test chambers become increasingly dangerous and harder throughout the game as Chell proceeds by following the main character.
GLaDOS becomes panicked and insists that she was only pretending to kill Chell, as part of testing and to come back to where she was. At the end credits GLaDOS (Ellen McLaine) sings a song named Still Alive, written by Jonathan Coulton. Portal ends are restricted to planar surfaces, but if the portal ends are on different planes, bizarre twists in geometry and gravity can occur, such as the player walking into the portal through a wall and "falling" up out of the floor several feet behind where she started.
However, the handheld portal device can fire a portal shot while the player is standing in a portal. The additional content is drawn from levels from the map based on Portal: The Flash Version by We Create Stuff and contains no additional story-related levels. It also had a view model in an updated patched beta but the reload and fire animations are still missing.
The gun still exists in Half-Life 2 but cannot be acquired, this is evidenced by Overwatch soldiers on the Coast using one to summon a gunship, to light an area after deactivating the ceiling lights during the Entanglement chapter and a Civil Protection officer firing one when the player assaults a power generator during the rebellion.
The Hopwire concept continued to be improved, and became the Magnusson Device in Episode Two.
Its magazine of 5 made it much more useful than the Flare Gun.It also had multiple skins throughout the leak (It had 2 skins) and it also in a patched version of the leak had a clip reload animation but it crashed everytime it was played. To arm the weapon, the cloth is ignited and bottle thrown at the enemy, breaking upon contact and saturating its immediate surroundings with the flaming liquid. A number of problems, including weight, bulk, lack of effectiveness of the 20mm airburst round, and ultimately cost of single unit exceeding 10 000 USD have led to the project effectively being shelved.
It appears that it's grenade function was moved to the SMG1 by the time the leak was made, as getting close to the SMG grenades in the map "zoo_item" causes the message "AR2 Grenades" to appear on the screen.
The SMG2 is an MP7 as well, but it has a 60 round magazine and is capable of one or three-round bursts. Half-Life 2: Deathmatch lets players playing as Combine use stunsticks, which are stronger than the crowbar, but are swung slower. It is possible that the player was never intended to get a portable thumper, but may have been created solely for play-testing thumper locations. Moving objects, or certain types of surfaces, will usually prevent the formation of a portal. If one portal is shot into its opposite, the portal will be formed next to the first one, assuming the surface has enough room for it to form; otherwise, it will dissipate as normal.
It also cannot punt them as the Gravity Gun can, so the only way to throw the object is to physically swing the ASHPD itself, which can at best send the object a few meters away. The pedestal is constantly turning on itself, and the ASHPD shoots a portal each time it faces one of the four walls of the room it is in. When shooting a portal on an unauthorized surface, the weapon's ray will bounce off and be turned into blue or orange particles that shortly disappear. In Portal, a smaller oval appears next to the side that has been most recently fired, and when the ASHPD is held in front of a surface where portals cannot be shot, only the outlines of the two oval elements are seen. Creatively utilized in this way, the Portal Ledge enables the player to skip large parts of rooms. Chell is promised cake and grief counseling as her reward if she completes all the test chambers. GLaDOS also directs Chell through a live-fire course she claims is designed for military androids as a result of "mandatory scheduled maintenance" in the regular test chamber (though as noted before, GLaDOS may not necessarily be truthful in anything she says). GLaDOS then asks Chell to assume the "party escort submission position", lying face-first on the ground, so that a "party escort robot" can take her to her reward. During the Boss fight after a personality core falls off; Chell drops it in an incinerator. According to Valve spokesman Doug Lombardi, Valve had been in discussion with Microsoft to bring Portal to the Xbox Live Marketplace, but was limited by the amount bandwidth that Microsoft was willing to allow for such content. It was probably removed for redundancy reasons, the Gravity Gun allowing the player to pick up and throw almost everything they can find. Even in burst-fire mode, it will continue to fire as long as the player holds down the fire key.
Perhaps due to the weapon's seemingly limited tactical use, the weapon was dropped and it's model repurposed as the AR2 Pulse Rifle.
The boxes have the numbers 013501337 (leetspeak for "obsolete") on them, which may mean that they were dropped very early and forgotten.
Material Emancipation Grills will block any attempt to shoot portals through them, as well as reset any active portals should the ASHPD pass through it. It cannot catch Aperture Science High Energy Pellets, the equivalent of Combine Energy Balls, due to the weaker manipulator. Chell has to use the non-player controlled gun to complete the Test Chambers and once done acquires the initial ASHPD and later its upgrade.
The surfaces a portal can be created on are the white tiles found in many areas or surfaces covered in conversion gel, which is made of ground up moon rocks.[2] Portals can also be formed on the moon itself. By jumping into the pit portal, the momentum will "fling" the user through the wall portal and to their destination. As the player falls, they should move the floor portal below them (if necessary) to "catch" themselves. This is prevented in Portal 2, even though some Portal and Portal: Still Alive maps utilised this technique. Solid objects grabbed by the beam can be rotated on all three axes, allowing for precision aiming with the Weighted Pivot Cube. In another chamber, GLaDOS boasts about the Weighted Companion Cube, a waist-high crate with a single large pink heart on each face, for helping Chell to complete the chamber.
Chell, thinking that GLaDOS is trying to trick her into a vulnerable position, continues forward. GLaDOS reveals that Chell has just destroyed the morality core, which the Aperture Science employees allegedly installed after GLaDOS flooded the enrichment center with a deadly neurotoxin, and goes on to state that now there is nothing to prevent her from doing so once again.
In addition, the weapon is very powerful, being able to kill a Combine soldier in only a couple of shots. This was re-used in Half-Life 2: Deathmatch and appears armed at various points in Nova Prospekt. If a third is fired, the other of its type will be automatically closed and a new link will be formed. Items picked up with the ASHPD's manipulator can be carried though portals, which proves to be very useful in several test chambers. Currently it is not known how the two single ASHPDs are combined into one to result in a "modified" single gun. When aimed at an open portal, only the part of the crosshair matching the color of the portal is filled. There is also a new type of Cube, the Scaling Cube, which can be manipulated by the ASHPD, allowing the user to make it larger and distort its shape. However, GLaDOS then declares at the end of the test chamber that it "unfortunately must be euthanized" in an "emergency intelligence incinerator" before Chell can continue to the next test chamber.
Throughout this section, GLaDOS still sends messages to Chell to come back again and it becomes clear that she has become corrupt (or rather, was all along) and may have killed everyone else in the center.
A six-minute countdown starts as Chell incinerates more cores, while GLaDOS attempts to discourage her both verbally with a series of taunts and increasingly juvenile insults, as well as physically by firing rockets at Chell with the Rocket Sentry.
When she creates a portal on the moon, the ASHPD is one of the first things sucked through. Doing so also changes the physical properties of the cube; making the cube larger, for example, not only increases its size but also its mass, allowing it to break a pane of glass that it normally could not and crush anything it lands on. After she has destroyed the final core, a portal malfunction tears the room apart and pulls everything to the surface.
These features work in both the single-player campaign and the Sixense map pack included with the DLC.
An update to the PC version of Portal shows Chell being dragged away from the scene by an unseen entity speaking in a robotic voice, thanking her for assuming the party escort submission position.

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