Portal 2

Portal 2

38 ratings
Aperture Products
By matt shatt
This is a sequel to the guide I made called "Aperture Robots." Again, this "guide" contains spoilers to Portal 1 & 2.
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Portal Gun
The Portal Gun (Aperture Scince Handheld Portal Device) is the weapon that you use the entire game. It can fire a light blue and orange portal that connect to each other via quantum tunneling and wormholes and stuff. The Portal Gun's model name is "weapon_portalgun"

Radio
The Radio (Aperture Science 85.2 FM Radio) is a semi-circle like prop that appears throughout both Portal games. In the first game it can be found in every one of the maps. In Portal 2, however, it appears in only a few select levels. The start of the game, the level with two lasers and one cube, and the second faith plate level. The Radio's model name is "models/props/radio_reference"

Hoopy
Hoopy (Aperture Science Large Metal Ring) is a round circle of metal that appears throughout both Portal games. In Portal 1, it appears once you defeat GLaDOS, falling right next to you. In Portal 2, it appears in GLaDOS' dilapidated chamber, the first reflector cube test, the second faith plate level, inside various chamber exits in the Perpetual Testing Initiative, and in the co-op DLC ending cut-scene, where it can be seen for a few brief seconds. Hoopy's model name is "models/gladdysdestruction/glados_junk_05_"



Standard Cube
The Standard Cube (Aperture Science Weighted Storage Cube) is the main cube you will find throughout the Portal games. In both games, they first appear in the first level of the game, and can be found in almost every level, minus a few like the escape and the finale, along with all the underground sections. The Standard Cube's model name is "prop_weighted_cube"

Companion Cube
The Companion Cube (Aperture Science Weighted Companion Cube) is a cube with a heart on each side. It functions exactly the same as the Standard Cube, except for the fact that it has to be incinerated before you can leave the test. In Portal 2, Companion Cubes sing. The Companion Cube's model name is "prop_weighted_cube"

Reflector Cube
The Reflector Cube (Aperture Science Discouragement Redirection Cube) is a unique looking cube that can redirect lasers. Simply put the cube in front of a laser, and then position it how you like. It is useful in puzzles where there are no portalable surfaces to redirect the laser with. The Reflector Cube's model name is "prop_weighted_cube"

Weighted Sphere
The Weighted Sphere (Aperture Science Weighted Edgeless Safety Cube) is a cube with the edges shaved off, making it resemble a sphere. It is mainly used in the Cooperative Testing Initiative as the replacement for the Standard Cube. It appears in single-player once in the second faith plate test as "garbage." The Weighted Sphere's model name is "prop_weighted_cube"

Contraption Cube
The Contraption Cube (Aperture Science Adjustable Weighted Storage Cube) is a cube that is exclusive to Portal 2 Education Edition. I do not own Portal 2 Education Edition, so I'll just be going off of what I've seen. You can change the friction, weight, and other things when using the Perpetual Testing Initiative. I don't know what the Contraption Cube's model name is, so I'll just guess and say its "prop_weighted_cube"

Scaled Cube
The Scaled Cube (Aperture Science Size-Changing Weighted Storage Cube) is a cube exclusive to the Sixense Motion-Pack DLC for Portal 2. The cube looks like a standard grey crate with an Aperture logo in the center. I don't have the DLC, so I don't know how it works. The Scaled Cube's model name is "prop_scaled_cube"

Antique Cube
The Antique Cube (Aperture Science Antique Weighted Storage Cube) is the cube that appears in the below sections of Aperture from the start of Chapter 6 to the end of Chapter 7. They first appear in the first Repulsion Gel test. They also appear in Course 5 of Co-op, as the replacement for the newer Aperture Cubes. The Antique Cube's model name is "prop_weighted_cube"

Repulsion Gel
The Repulsion Gel (Aperture Science Repulsion Gel) is the blue gel that appears from Chapter 6 to Chapter 9. If you jump on top of it, you will jump again and carry the same momentum you had while falling. It first appears in the map "sp_a3_jump_intro" The Repulsion Gel's model name is "prop_paint_bomb"

Propulsion Gel
The Propulsion Gel (Aperture Science Propulsion Gel) is the orange gel that can be found from Chapter 7 to Chapter 9. If you run on it, you gain speed fairly quickly. It first appears in the map "sp_a3_speed_ramp" The Propulsion Gel's model name is "prop_paint_bomb"

Conversion Gel
The Conversion Gel (Aperture Science Conversion Gel) is white gel that appears from Chapter 7 to Chapter 9. It allows you to place portals on otherwise non-portalable surfaces. It first appears in the map "sp_a3_portal_intro" The Conversion Gel's model name is "prop_paint_bomb"

Item Droppers
Item Droppers (Aperture Science Vital Apparatus Vent) are the tubes that drops Weighted Cubes into your chamber. They first appear in the first map of the game, and they appear in many more maps after that. The Item Droppers can also drop things that aren't cubes, such as Turrets and Radios.
The Item Dropper's model name is "models/props_backstage/item_dropper"

Antique Item Droppers
Antique Item Droppers (Aperture Science Antique Vital Apparatus Vent) are like regular Item Droppers, except they are not as technologically advanced as them. They use ropes to hold up the main part of it. The Antique Item Dropper's model name is "models/props_underground/underground_boxdropper_cage"

Standing Button
The Standing Button (Aperture Science Pressure-Sensitive Pillar-Style Button) is the pillar-like button that you press to do several different actions in the game. They can open Doors, move Panels, activate Excersion Funnels, activate Lasers, shut down GLaDOS, activate Item Droppers, you know, the usual stuff you do throughout Portal 1 & 2. The Standing Button's model name is "prop_button"

Antique Standing Button
The Antique Standing Button (Aperture Science Antique Pressure-Sensitive Pillar-Style Button) is the main Button used in the lower levels of Aperture. It appears from the start of Chapter 6 to the end of Chapter 7. The Antique Standing Button's model name is "prop_under_button"

Floor Button
The Floor Button (The Fifteen-Hundred Megawatt Aperture Science Heavy-Duty Super Colliding Super Button) is the button that appears on the floor. It is a large round circle that when a player or Weighted Cube steps on it, it will be pushed down. The Floor Button's model name is "prop_floor_button"

Floor Cube Button
The Floor Cube Button (Aperture Science Cube-Style Floor Button) is the button that can only be pressed with Weighted Cubes. This button has the exact same functionality as the Standard Floor Button, the only difference being the way it's pressed. The Floor Cube Button's model name is "prop_floor_cube_button"

Floor Ball Button
The Floor Ball Button (Aperture Science Sphere-Style Floor Button) is the same as the Standard Floor Button, except it can only be pressed using Weighted Spheres. The Floor Ball Button's model name is "prop_floor_ball_button"

Floor Contraption Cube Button
The Floor Contraption Cube Button (Aperture Science Adjustable Floor Cube Button) is a special button exclusive to Portal 2 Education Edition. Again, I don't have the Education Edition, so I don't know what this does. I don't know the model name for the Floor Contraption Cube Button, so I'll just say "prop_floor_cube_button"

One-Touch Super Floor Button
The One-Touch Super Floor Button (Aperture Science One-Touch Super Button) is a Floor Button exclusive to Bridge Constructor Portal. While I do have Bridge Constructor Portal, I haven't gotten very far in the game, so I have not come across this button. This screenshot was taken in G-mod, where I changed the color of the top of the Floor Button from red to blue. The One-Touch Super Floor Button does exactly what the name suggests, once it's pressed, it's pressed permanently. The One-Touch Super Floor Button has no model name, but for consistency, "prop_floor_button"

Antique Floor Button
The Antique Floor Button (The Fifteen-Hundred Megawatt Aperture Science Antique Heavy-Duty Super Colliding Super Button) is an antique version of the Standard Floor Button. It looks a lot like the Antique Standing Button, just flattened out. You can use Weighted Cubes and players to press these buttons. The Antique Floor Button's model name is "prop_under_floor_button"

Emancipation Grills
Emancipation Grills (Aperture Science Material Emancipation Grills) are the blue particle fields that can be found across every exit in Co-op and Single-player. They remove all your portals and emancipate anything that cannot leave the level, such as Cubes and Turrets. The Emancipation Grill's model name is "models/props/fizzler"

Discouragement Fields
Discouragement Fields (Aperture Science Discouragement Field) are the opposite of Emancipation Grills. Instead of emancipating objects, the Discouragement Field kills people. They have red bars instead of a blue wall-like thing, and appear as only testing elements. The Discouragement Field's model name is "models/props/fizzler"

Moving Platforms
Moving Platforms (Aperture Science Unstationary Scaffold) are panel-like platforms that move from left to right. They do not move around corners in Portal 2, however, in Portal 1 they do in many of the appearances. The Moving Platform's model name is "models/anim_wp/arm_interior_192/arm_interior_128"

Lift Platforms
Lift Platforms (Aperture Science Victory Lift) are similar to Moving Platforms in the way that they function, except these can only go up and down. It has the same panel from the Moving Platform on top of a pillar that extends as you stand on it. If you jump off, it goes down too. If you stand under the platform while it is falling, you die. The Lift Platform's model name is "models/anim_wp/arm_interior_192/arm_interior_128_paneltop"

Crushers
Crushers (Aperture Science Destruction-Based Crusher) are used by Wheatley in Chapter 9 to try and kill you. First, he has a room full of Crushers that you escape from. Then he crushes you with a single Crusher but misses, then he uses Crushers as you are in the Excursion Funnel trying to escape, then finally as a "death option" right before you get to his lair. The Crusher's model name is "models/anim_wp/cursher/crusher"

Incinerators
Incinerators (Aperture Science Emergency Intelligence Incinerator) are large round tubes with fire at the bottom. They are used to discard of and unwanted Aperture Product. In Portal 2, they can be seen discarding Defective Turrets, and in Portal 1 you incinerate cores and Companion Cubes. The Incinerator's model name is "models/props_basement/incinerator_hatch"

Pellet Launchers
Pellet Launchers (Aperture Science High Energy Pellet Launcher) are round semi-circle like things that attach to the wall and shoot pellets. They first appear in Test Chamber 6 of Portal 1. The Pellet Launcher's model name is "models/props/combine_ball_launcher"

Pellet Catchers
Pellet Catchers (Aperture Science High Energy Pellet Catcher) are the opposite of Pellet Launchers, as Pellet Catchers catch the pellets Pellet Launchers shoot. When a pellet flies into it, it will activate something. The Pellet Launcher's model name is "models/props/combine_ball_catcher"

Laser Emitters
Laser Emitters (Aperture Science Thermal Discouragement Beam) are things that shoot out red beams that can kill you if you bump into them enough times. The lasers are first introduced in Chapter 2, Chamber 1 as the replacement for Pellet Launchers. The Laser Emitter's model name is "env_portal_laser"

Laser Catchers
Laser Catchers (Aperture Science Thermal Discouragement Beam Receptacle) are the things that you put lasers into. When activated, they activate the thing connected to it. The Laser Catcher's model name is "prop_laser_catcher"


Laser Relays
Laser Relays (Aperture Science Multi-Purpose Thermal Discouragement Beam Mini Receptacle) are mini things that stick out of the ground. When lasers go through them, they activate what they are connected to. In Chapter 8, they can be seen as emergency lights that hang from the ceiling in select areas. The Laser Relay's model name is "prop_laser_relay"

Faith Plates
Faith Plates (Aperture Science Arial Faith Plate) are pads that launch you a select distance which they are set. They were originally meant to look like standard panels, before the design was changed to the one we know today. To make you fly, they use a "trigger_catapult" entity. The Faith Plate's model name is "models/props/faith_plate"

Light Bridges
Light Bridges (Aperture Science Sunlight-Based Bridge) are blue beams that act as standard bridges, and are made from natural light pumped in from the surface, according to GLaDOS. They can go through portals and can be walked on with no problems. The Light Bridges model name is "prop_wall_projector" and "projected_wall_entity"

Excursion Funnels
Excursion Funnels (Aperture Science Push & Pull Funnel Beam) are blue and orange funnel-like things that either push or pull you depending on the color. If they are blue, they will push you. If they are orange, they will pull you. The Excursion Funnel's model name is "prop_tractor_beam" and "projected_tractor_beam_entity"


Test Chamber Door
Test Chamber Doors (Aperture Science Non-Safe Safety Door) are the doors that allow you to enter and exit test chambers. They are round and contain a blue stick figure on them. When opened, the center circle spins and both sides move. Then, once you enter, they go back to the starting position. The Test Chamber Door's model name is "prop_testchamber_door"

Antique Test Chamber Door
Antique Test Chamber Doors (Aperture Science Antique Not-Safe Safety Door) are like Test Chamber Doors, except they are older and are rectangles instead of circles. Instead of having a locking mechanism, they just open and shut. The Antique Test Chamber Door's model name is "models/props_underground/test_chamber_door"

Chamberlock
Chamberlocks (Aperture Science Test Chamber Exit Stations) are large rooms that either contain elevators or disassembly stations. Since the rooms are part of the map itself and not entities, I will have to just say the elevators or disassembly stations for the model names. These rooms contain things that will take you to the next level or area. In singleplayer, you just enter the elevator and you will be at the next level. In co-op, both players must enter the disassembly stations and then you will be taken apart for the next level. The Chamberlock's model name is "models/elevator/elevator_b" and "models/player/bot_assembly/assembly_station"