PORTAL 3

PORTAL 3 is an upcoming Puzzle Game for PC, Nintendo Switch, PlayStation 4 and Xbox One. It is the third entry in the Portal Series and takes place some time after the events of PORTAL 2 and the Cooperative Testing Initiative, the player takes on the role of a test subject identified as Test Subject #148247 by the Automated Systems and as Dee by most characters.
==Plot Synopsis==
After the events of PORTAL 2 and the Cooperative Testing Initiative, GLaDOS had gained access to a new series of human test subjects to experiment on, however due to her extreme tests ended up killing most of the Test Subjects. A few remaining human test subjects were divided up amongst various Personality Cores who would be less extreme and had previously been running other aspects of Aperture Laboratories.
The plot focuses around Dee, one of these remaining human test subjects going through the tests set up by various Personality Cores, learning about their characteristics and a general dysfunction spreading across the facility due to a corruption in the main control system of Aperture Laboratories.
==Gameplay==
Like with previous Portal games, PORTAL 3 is a puzzle game where the player can create Portals which connect two locations together, the Test Chambers all revolve around this mechanic and include other various mechanics which shop up periodically such as Laser Redirection, Turrets, Aerial Faith Plates and Gels.
A feature introduced in Portal 2 Sixense Perceptual Pack which allows the player to rotate their portals once fired also returns in Portal 3, where the player is again able to rotate their portals, on PC this is done by holding the Primary or Secondary Fire Buttons at an existing Portal of the same colour and then moving and rotating the mouse. On Console this is done by also holding the Primary or Secondary Fire Buttons and using the Left Analog Stick to move the Portal along a surface and the Right Analog Stick to Rotate it about its center.
==Characters==
===GLaDOS===
Head of the Aperture Laboratories, GLaDOS is an advanced AI who has run the facility ever since her activation excluding a temporary period where she was stuck in a potato battery. Extreme by nature she exists to test the humans who reside in Aperture Laboratories although many of them against their will. Due to events in the previous games she is quite emotional often making snide remarks at the player and having a generally passive-aggressive attitude to most situations.
GLaDOS’s relationship to the player is a strange mix of apathy and concern as due to the low number of Human Test Subjects she values them as a rare resource but also considers them disposable at the same time. GLaDOS is also shown to be a figurehead among the Personality Cores, regarded with fear and admiration by most.
===Personality Cores===
In Portal 3 there are Nine new Personality Cores introduced, each serves as the main supporting character for a chapter of the game and also turn up in other Chapters as minor supporting characters. Each range wildly in their personalities as would be expected and are shown to have various interests separate from simply testing.
In order of their chapters they are the; Observational Core, Cinematography Core, Compassion Core, Sunny Disposition Core, Environmental Core, Reflex Core, Giraffe Core, Incineration Core & Calculating Core.
Core 	Description
Major Characters 	Major Characters
Observational Core 	The Observational Core is the first of the Personality Cores the player meets in the game, being the one they receive their Portal Gun from. The core initially comes off as completely robotic however this is later revealed to just be a facade and the has a deep-seeded hatred of just observing, having aspirations of much more noting that its dream in life is to be able to record the data it observes not just hand it off to the Testing Data Center to be processed.
Over the course of the game the Observational Core takes on more human qualities developing more noticeable inflections in its tone and rudimentary emotions, it does however hide these when GLaDOS is talking to it in fear that she will strip these things from the Observational Core.
Cinematography Core 	The Cinematography Core, also known as Matt is a rather unusual Personality Core who was created for the purpose of organizing presentations for the Aperture Lab Technicians and Board Members during meetings. Matt takes great pride in the work he'd done and often tries to show the player his various presentations, not realizing how completely irrelevant they've become due to the state of Aperture Laboratories. 
During the game, Matt is shown to want to create new Presentations although lacks an audience, often gathering the Turrets that would've otherwise been used for testing and having them view his presentations. According to GLaDOS, Matt is a more cost effective means of dealing with the Dysfunctional Turrets rather than simply incinerating them. Matt is also shown to have a mentor in the form of T-Conosseur a dysfunctional turret who has the personality of a pompous film critic.
Compassion Core 	The Compassion Core, also known by others as Secretary is a Personality Core who's original function was to help the reception workers of Aperture when it came to handling trivial and minor factors. Despite this, Secretary also is shown to be a surprisingly intelligent and cunning Core, wanting to always impress those she works with, creating more distinct Test Chambers where she tries to identify scientifically what the "Wow Factor" is in humans.
Secretary also is a bit of a suck-up to GLaDOS often seeking her approval regarding GLaDOS as an almost godly figure and being either willfully ignorant or just oblivious to the various negative traits of GLaDOS and even twisting some of them into positives. Despite her title of Compassion Core, Secretary doesn't have that much compassion towards the player, more so regarding them as just another component of the experiment.
Sunny Disposition Core	The Sunny Disposition Core, or simply, Sunny is a core with an unnatural positive outlook on things. Considered by GLaDOS to be a fairly worthless core, Sunny isn't particularly good at making test chambers, often making them too easy and too safe resulting in GLaDOS and even some of the other Personality Cores stepping in and altering the Test Chamber to be more challenging.
Sunny is also shown to have some hatred (although difficult to display due to her constant positive voice) towards her creators due to being programmed to always be happy, blissful or agreeable. Throughout the game she's shown to request GLaDOS give her a new personality matrix to allow her to feel negative emotions.
Environmental Core 	The Environmental Core, nicknamed Bean by the other Personality Cores is a more reserved core, initially not having much direct contact with the player simply due to his familiarity with plants causing Bean to treat the player like one. Although this is quickly changed as Bean is reprimanded by GLaDOS for his failure to communicate. Afterwards, Bean attempts to talk to the player although rarely about the test chambers themselves rather about his plants and his other duties around the facility.
When getting into a discussion on a topic he's fervently interested in (namely the plants growing around Aperture Labs) Bean can go into a complete tirade and is shown to be very forthcoming with his views on the state of the Labs being one of the few Personality Cores not to directly respect GLaDOS and even arguing with her that the labs need more green in their surroundings.
Reflex Core 	The Reflex Core, known as Chipper is a high-energy and easily agitated Personality Core who originally served the facility as the Turret drill sergeant, instructing Turrets on how to operate. He is shown to be very loyal to GLaDOS, referring to her as The Chief. Chipper is also shown to be blissfully unaware of how insignificant his role is in the facility and takes everyone task given to him with the upmost importance, even referring to the simple act of the player using the elevators as a matter of life and death.
Chipper is also shown to go beserk at Turrets, often condemning them for failure to kill the player and even leading to some of them self-destructing as a result. Chipper's military-like speech also flows into how he talks to the player often giving the player orders to solve each test chamber rather than simply letting the player enter the Test Chambers on their own accord.
Giraffe Core 	The Giraffe Core, also referred to by Monique is a generally friendly core who appears fairly evenly across the whole game as her role as the facility's zookeeper for a zoo that was meant to be built but never came to be leaves her with a lot of spare time on her hands. Monique is shown to have an overly active imagination believing many of the animals she would've watched over were far more impressive and mythical in nature than they really were, she also mistakenly believes the birds that infest parts of the facility are actually Winged Mice.
Monique's positive outlook does not however translate to her test chambers however, as a secondary function of Monique was to test a theoretical Animal Testing Enrichment Program in which Animals would be tested with various Aperture devices which leads to her utilizing many of Aperture's technologies in her Test Chambers making them considerably more complex.
Incineration Core 	The Incineration Core, self-titled Lord Burnswick the III is the Personality Core in control of all incineration units located across the Aperture Labs, GLaDOS considers Burnswick to be a massive nuisance as he is extremely strict about what can and cannot be incinerated especially after the events of Portal 1. Burnswick is shown to actually be quite friendly towards the player and regards all the human test subjects as important to him as he believes they'll follow the rules of the incinerator much more closely than GLaDOS.
Burnswick is shown to also be rather destructive and a bit of a pyromaniac, often trying to incorporate an Incinerator into some part of his Test Chambers. Burnswick is also feared by most of the other Personality Cores as they believe he's partially responsible for the destruction of the Morality, Curiosity, Cake & Anger Cores and Burnswick is well aware of this fear often trying to use it to his advantage.
Calculating Core 	The Calculating Core is the last core to have a focused chapter on and is the most distant towards the player having a similar personality to GLaDOS in many ways, it is shown to be informative and provides useful information about its test chambers although prefers to keep its interactions to a minimum. The Calculating Core is shown to also have a knack to stop the player mid-way through some Test Chambers only to re-organize them and make them harder for the player.
The Calculating Core is over the course of the game revealed to have been an experiment by GLaDOS to create a core to succeed her in the event of another bird attack, the core is shown to have an extreme hatred of birds as a result even going out of its way to halt a test, take a Discouragement Thermal Beam and use it to scare off a bird. It's shown in later interactions that GLaDOS is also a bit jealous of the Calculating Core due to it being designed to not have GLaDOS' weaknesses, she will often attempt to belittle it to wear it down.
Minor Characters 	Minor Characters
Turret Core 	The Turret Core is in charge of all Turrets found within Aperture Laboratories. The core itself sounds like a grizzled war hero and talks about great battles between Turrets and Test Subjects and seems to refer to Test Subjects (including the player) as the great scourge of Aperture Labs believing them to be an infestation that had climbed out of the pits beneath Aperture Labs and are a threat to GLaDOS.
During the 12th Chapter the player can actually hear the Turret Core talking to the Turrets as they're being assembled and gets into arguments with several of them over the nature of the Test Subjects with the Turrets often voicing a more positive outlook on the Test Subjects.
Construction Core 	
The Construction Core is the Personality Core in charge of all construction of Test Chambers in the Aperture Laboratories, it is one of the oldest of the cores and has as gruff and somewhat dismissive personality regarding Test Subjects and even GLaDOS as unappreciative of his work. The Construction Core sometimes refers to himself as The Foreman and notes that he doesn't actually know what that means but that thought it sounded cool.
The Construction Core is met during the 12th Chamber and initially is hesitant towards helping the player even threatening to call GLaDOS on them, however the the Construction Core is convinced by the other cores to help the player by having the player solve a Test Chamber the Construction Core himself had built all on his own, which turns out to be an incredibly simple Test Chamber due to the Construction Core's lack of understanding of puzzles.
===Dee===
The player's character, extremely little is known about Dee as GLaDOS remarks that the only information she has is that Dee is or at least was a researcher in the facility prior to the Neurotoxin incident however most of his file has been scrubbed or corrupted due to the various system failures that have occurred.
===Atlas & P-Body===
Former testing robots created by GLaDOS to perform the Cooperative Testing Initiative. During the events of PORTAL 3 it's shown that they help perform maintenance alongside other unnamed models, helping to maintain the facility in ways that GLaDOS and the Personality Cores cannot.
During some non-test chamber puzzles the player needs to direct one of the robots to fire portals for the player in puzzles revolving around portal chaining. Both are shown to be quite helpful in this regard although also a bit clumsy as they'll often drop whatever they're doing to help the player which is often delicate materials, large structural objects or an unfortunate Turret or Personality Core.
==Chapters==
Chapter 	Description
Chapter 1 - Anti-Social Obligation 	
This chapter introduces the player to the basics of gameplay, mainly used as a tutorial to familiarize the player with how Portals work and some other rudimentary mechanics. The Chapter's main character is the Automated Aperture Announcer who simply serves to instruct the player on the purpose of each Test Chamber and information about Aperture Laboratories.
*Introductory Walkways
*Tutorial Zone Chamber 1
*Tutorial Zone Chamber 2
*Tutorial Zone Chamber 3
*Tutorial Zone Chamber 4
*Tutorial Zone Chamber 5
*Turret Guidance Chamber 1
*Turret Guidance Chamber 2
*Turret Guidance Chamber 3
*Energy Application Chamber 1
*Energy Application Chamber 2
*Energy Application Chamber 3
*Celebratory Protocol Chamber
Chapter 2 - Personality Analysis Matrix	
This chapter introduces GLaDOS properly to the player and the general testing initiative, the player also meets most of the Personality Cores in this Chapter although had the opportunity to find cameos of several of them throughout the game.
*Aperture Welcoming Center
*Aerial Manuever Chamber 1
*Aerial Manuever Chamber 2
*Aerial Manuever Chamber 3
*Aerial Manuever Chamber 4
*Introduction to Pneumatic Diversity Vents
*Advanced Pneumatic Diversity Vents
*Inter-Chamber Accessibility Rail No.12
*Companion Portal Chamber 1
*Companion Portal Chamber 2
*Inter-Chamber Accessibility Rail No.1372
*Introduction to Conversion Gel
*Conversion Assessment Chamber 1
*Conversion Assessment Chamber 2
*Standard Testing Chamber 19
Chapter 3 - The Observations Begin 	
After completing basic training, GLaDOS assigns the player to the Observational Personality Core and the player begins their testing with the Personality Core. In this chapter the player learns a considerable amount from the Observational Core about GLaDOS and Aperture Laboratories.
*Advanced Energy Application Chamber 1
*Advanced Energy Application Chamber 2
*Advanced Energy Application Chamber 3
*Advanced Energy Application Chamber 4
*Office Space Sector 23
*Observational Awareness Core Computer
*Office Space Sector 71
*Accel-Exploratory Chamber 1
*Accel-Exploratory Chamber 2
*Accel-Exploratory Chamber 3
*Accel-Exploratory Chamber 4
*Observational Observing Deck No.615
*Experimental Safety Protocol Chamber
Chapter 4 - The Big Screen 	
In this chapter the player is first introduced to the presence a corrupting force within the Aperture Labs computers as several errors and an unidentified voice are spoken over the loud speakers. Much of this chapter meanwhile revolves around the player helping the Cinematography Core, Matt produce a film about an action hero going through a deadly laboratory with test chambers each posing their own threats. Periodically in the test chambers, Matt will ask the player to try a Test Chamber again believing it could've been done better.
*Introductory Portal Chamber 1
*Introductory Portal Chamber 2
*Action & Evasion Chamber 1
*Action & Evasion Chamber 2
*Relaxation Suite No.925
*Action & Evasion Chamber 3
*Action & Evasion Chamber 4
*Inter-Chamber Accessibility Rail No.119
*Stunt Double Chamber 1
*Stunt Double Chamber 2
*Stunt Double Chamber 3
*Advanced Action & Evasion Chamber
*Red Carpet Chamber
Chapter 5 - The Bond between 	
This chapter has the player properly introduced to the Compassion Core, Secretary who the player helps complete Test Chambers for as she wants to make a test chamber to impress GLaDOS. During this chapter the player also learns a bit about the goings on behind the test chambers including how the Personality Cores are made and where the Turrets go when they're not in Test Chambers.
*Advanced Aerodynamics Chamber 1
*Advanced Aerodynamics Chamber 2
*Repulsion Assessment Chamber 1
*Repulsion Assessment Chamber 2
*Repulsion Assessment Chamber 3
*Inter-Chamber Accessibility Rail No.1175
*Turret Recovery Depot No.3
*Co-operative Testing Initiative Ruins Chamber 1
*Co-operative Testing Initiative Ruins Chamber 4
*Inter-Chamber Accessibility Rail No.84
*Propulsion Assessment Chamber 1
*Propulsion Assessment Chamber 2
*Symbiotic Testing Chamber 1
*Symbiotic Testing Chamber 2
*Symbiotic Testing Chamber 3
*Companion Aided Chamber
Chapter 6 - The Surface of the Sun 	
The player meets the Sunny Disposition Core, Sunny, in this chapter. Here the player helps Sunny in burning out her emotional chip to allow her to feel emotions beyond simply happiness. The player often needs to deal with Sunny's inability to express other emotions as she will often attempt to sic Turrets on the player to kill them as well as have more dangerous test chambers than the previous three Cores.
*Nocturnal Illumination Chamber 1
*Nocturnal Illumination Chamber 2
*Destroyed Nocturnal Illumination Chamber 3
*Nocturnal Illumination Chamber 4
*Aperture Power Station Alpha
*Key & Lock Chamber 1
*Key & Lock Chamber 2
*Advanced Laser Experimentation Chamber 1
*Key & Lock Chamber 3
*Relaxation Suite No.63
*Low-Light Maintenance Sector 3
*Reserve Aperture Power Station Alpha
*Bridge Assessment Chamber 1
*Bridge Assessment Chamber 2
*Bridge Assessment Chamber 3
*Inter-Chamber Accessibility Rail No.5
*Generator Room Alpha
Chapter 7 - The Natural World 	
During this chapter the player must contend with Bean, the Environmental Core who seeks to bring more natural environments to Aperture Labs. Bean had been able to circumvent much of his programming which limited his ability to create plants by justifying it under various Aperture Labs Testing Codes. The player's goal in this chapter is to help Bean reach the Aperture Labs Seed Vault under the guise of completing tests for him.
*Gelatinous Projects Chamber 1
*Gelatinous Projects Chamber 2
*Gelatinous Projects Chamber 3
*Office Space Sector 108
*Soil Cleanser Chamber 1
*Soil Cleanser Chamber 2
*Soil Cleanser Chamber 3
*Soil Cleanser Chamber 4
*Office Space Sector 29
*Deep Photosynthetic Chamber 1
*Deep Photosynthetic Chamber 2
*Deep Photosynthetic Chamber 3
*Exterior Seed Vault Armoury
*Interior Seed Vault Armoury
Chapter 8 - The Olympic Athlete Test 	
This chapter sees the player participating in the trials and tribulations of the Reflex Core, otherwise known as Chipper. The entire chapter is contextualized as Chipper's mistaken belief that Cave Johnson had returned after unearthing old tapes GLaDOS had found in the ruins of Aperture Labs that had Cave talking about genetically engineering superhumans.
*Athletics Actuation Chamber 1
*Athletics Actuation Chamber 2
*Repulsion Gel Incineration Chamber
*Athletics Actuation Chamber 3
*Athletics Actuation Chamber 4
*Aperture Labs Community Swimming Pool
*Inter-Chamber Accessibility Rail No.46
*Extreme Sports Performance Chamber 1
*Extreme Sports Performance Chamber 2
*Propulsion Gel Incineration Chamber
*Extreme Sports Performance Chamber 3
*Extreme Sports Performance Chamber 4
*Electrical Guidance Chamber 1
*Electrical Guidance Chamber 2
*Electrical Guidance Chamber 3
Chapter 9 - The Weird Looking Horse 	
Chapter 9 has the player contending with Monique, the Giraffe Core. This is also the chapter where the presence of the corrupting force begins to more significantly affect the tests resulting in the player needing to go off the Test Chambers and into side areas more often. Monique seems to not be overly concerned about the corrupting force and instead wants the player to help her find a Giraffe in Aperture Labs.
*Tactical Camouflage Chamber 1
*Tactical Camouflage Chamber 2
*Inter-Chamber Accessibility Rail No.703
*Aperture Labs Animal Stability Center
*Inter-Chamber Accessibility Rail No.99
*Advanced Tactical Camouflage Chamber 1
*Advanced Tactical Camouflage Chamber 2
*Experimental Animal Core Depot
*Animal Device Testing Labs 1
*Animal Device Testing Labs 2
*Inter-Chamber Accessibility Rail No.516
*Advanced Combat Chamber 1
*Advanced Combat Chamber 2
*Advanced Combat Chamber 3
*Inter-Chamber Accessibility Rail No.6
*Aperture Labs Animal Containment Cells
*Aperture Labs Alligator Pit
*Inter-Chamber Accessibility Rail No.922
*Flora-Fauna Chamber 1
*Flora-Fauna Chamber 2
*Flora-Fauna Chamber 3
*Aperture Animal Research Computer Room
Chapter 10 - The Robot Hell 	
In this chapter, the effects of the corrupting force become more evident as GLaDOS otherwise more calm demeanour strangely shifts to a more harsh and disgusted tone towards the player, sending the player to perform tests for the Incineration Core believing that Burnswick will be able to handle the player's rebellious behaviour in the previous Test Chamber. Much of this Chapter has the player learning Burnswick's true nature and that his destructive and psychotic personality is more of a front to maintain control of his part of the Aperture Labs.
*Incineration Chamber 1
*Incineration Chamber 2
*Old Central Computer Service Room
*Incinerated Ruin Chamber 1
*Incinerated Ruin Chamber 2
*Incinerated Ruin Chamber 3
*Inter-Chamber Accessibility Rail No.613
*Office Space Sector 36
*Incineration Chamber 3
*Turret Assembly Combat Chamber 1
*Turret Assembly Combat Chamber 2
Chapter 11 - The Supercomputer 	
During Chapter 11 the player meets the Calculating Core, the last of the Personality Cores. The Calculating Core outlines that their goal is to train humans to become experts at dealing with a supposed Bird Incursion that has occurred on the surface. It is also revealed through the test chambers that the Calculating Core is well aware of the corrupting force and is actually trying to delude GLaDOS and the corrupting force to get the player to an area where they can stop the corrupting force.
*Non-Euclidian Testing Chamber 1
*Non-Euclidian Testing Chamber 2
*Inter-Chamber Accessibility Rail No.314
*Advanced Accel-Exploratory Chamber 1
*Advanced Accel-Exploratory Chamber 2
*Advanced Action & Evasion Chamber 1
*Advanced Action & Evasion Chamber 2
*Advanced Symbiotic Testing Chamber 1
*Advanced Symbiotic Testing Chamber 2
*Advanced Nocturnal Illumination Chamber 1
*Advanced Nocturnal Illumination Chamber 2
*Inter-Chamber Accessibility Rail No.159
*Advanced Soil Cleanser Chamber 1
*Advanced Soil Cleanser Chamber 2
*Advanced Athletics Actuation Chamber 1
*Advanced Athletics Actuation Chamber 2
*Advanced Flora-Fauna Chamber 1
*Advanced Flora-Fauna Chamber 2
*Advanced Incineration Chamber 1
*Advanced Incineration Chamber 2
*Inter-Chamber Accessibility Rail No.265
*Non-Euclidian Testing Chamber 3
*Non-Euclidian Testing Chamber 4
*Portal Test Chamber 16
*Portal Test Chamber 17
*Portal Test Chamber 18
*Portal Test Chamber 19
*Personality Core Repository
Chapter 12 - Abnormal Processes 	
In this chapter the player works alongside the Personality Cores to infiltrate and isolate the corrupting force from the rest of Aperture Labs, during this chapter the player has further interactions with the Personality Cores as well as hearing the Corrupting Force through the intercoms using a warped version of GLaDOS' voice.
*Turret Storage Depot
*Turret Manufacturing
*Turret Control Center
*Combat Analysis Computer
*Cube Assembly Line
*Cube Research & Development
*Test Chamber Assembly Line
*Construction Management Computer
*Gelatinous Formation Mines
*Enriching Gel Assessment Chamber
*Gelatinous Development Computer
*Inter-Chamber Accessibility Rail No.3
*Aperture Researcher Mail Depot
*Aperture Researcher Central Information Depot
*Information Collection Supercomputer
Chapter 13 - Subconscious Repression 	
==Puzzle Elements==
Element 	Description
Buttons 	Buttons
Pedestal Button 	A button that can be pressed, they can have a timer attached to them which causes whatever effect they have to be temporary.
Heavy Duty Super-Colliding Super Button 	The HDSCS Button is a large button which comes in several shaped variants and is activated when sufficient weight either by the player or a Cube is placed on the button. Some buttons will only be pressed by certain shaped Cubes.
Recoiling Rejection Button 	The Recoiling Rejection Button, or Spring Button is a button which when stepped on or has a cube placed on it will cause a spring in the machine to be set off, the spring has a delay so while the player or an object is on the button it will act as though it was pressed.
Cubes 	Cubes
Weighted Storage/Companion Cube 	Cubes which have a cubical shape, they're useful in pressing buttons, remaining stationary and many other functions, appearing regularly throughout the game. The Weighted Companion Cube is the rarer variant and typically shows up only for significantly plot-relevant Test Chambers.
Edgeless Safety Cube 	A Cube which has a spherical shape, they serve many of the same functions as the regular Cubes although can fit onto Circular Buttons and may roll around.
Portal Integrated Stability Cubes 	A pair of cubes which act as Portals between one another, unlike most cubes they're as long as a panel allowing the player to travel between them, when held they can be rotated by holding the Secondary Fire Button and moving the Camera allowing them to be laid flat.
Self-Encouraging Cube 	A Cube which generates light, it serves two functions, the first being as a light source for dark areas making it easier to see and secondly is able to block Thermal Discouragement Beams and High Energy Pellets that pass through its radius of effect giving it a greater range than other cubes.
Camouflage Energizing Cube 	The Camouflage De-Energizing Cube is a glass cube with a small sphere of energy in the center, the sphere's mass changes based on if the sphere is exposed to energy, while in contact with a Thermal Discouragement Beam the cube is able to press down on buttons and will also be temporarily increased if hit by a High Energy Pellet.
Grills 	Grills
Material Emancipation Grill 	The Material Emancipation Grill, or Fizzler is a blue transparent field which will destroy all non-authorized material, this includes Cubes, Turrets and various other objects and will also reset the Portals for the player, they're most commonly found around the entrance and exit of Test Chambers although some incorporate them into the puzzles.
Thermal Discouragement Field 	The Thermal Discouragement Field, or Laser Grid is a red laser grid that will kill the player if they walk through it however allows Portals to be fired through it as well as any non-organic objects to pass through such as Cubes (excluding the Weighted Companion Cube) and Turrets.
Hard Light Provisionary Field 	The Hard Light Provisionary Field, or Hard Light Grid is a transparent white field which will block the player's movement through it however acts as a surface by which gels can stick to. Objects can pass through the field without issue although will react to a Gel covered Hard Light Grid as though it were a solid surface.
Sacrificial Incendiary Grill 	The Sacrificial Incendiary Field, or Burner is an orange, semi-transparent, burning wall which will destroy objects and kill the player if they attempt to pass through it. However by sacrificing an object to the Field it will turn blue, allowing the next object that passes through it to do so safely.
Authentication Perception Field 	The Authentication Perception Field, or Key Field is a green transparent field which when passed through acts as a switch, it can be used in similar ways to buttons and catchers although passing through it again will reverse its effects.
Platforms & Surfaces 	Platforms & Surfaces
Victory Lift 	The Victory Lift is a function vertically or horizontally ascending or descending device which can move the player or an object along, they can be activated by the presence of weight on the platform or through a separate switch.
Unstationary Scaffold 	The Unstationary Scaffold is a platform which moves along an energy-based conveyer line. Like the Victory Lift, the Unstationary Scaffold can be weight or switch activated, unlike the Victory Lift however its movements are able to be more complex and it will constantly cycle from one end to the other.
Panels 	Panels are what makes up most of the walls of the Test Chambers, square and rectangular in shape they're typically kept aligned to the cardinal directions however in some test chambers they're aligned to other angles leading to angle surfaces for portals as well as stairs.
Aperture Bulletproof Glass 	Aperture Bulletproof Glass are large panels which are able to be seen through but will protect the player from Turrets. Lasers and Hard Light Bridges can pass through them however Portals cannot.
Organic Liquefication Board 	The Organic Liquefication Board, or Crusher is a large spiked wall, it functionally serves as a death trap to crush the player, it will fire at set intervals however can be activated or deactivated with buttons and can be held in place by a Hard Light Bridge.
Affection Supplementary Transport Surface	The Affection Supplementary Transport Surface or Hugging Wall is a portal-able or non-portal-able wall with a pink outline around it, when approached the wall will flip around bringing the player to a room on the opposing side of it.
Regulated Surface Soil 	Regulated Surface Soil is a surface that appears as a patch of soil with a small border around it, the surface cannot have portals on it and unlike regular surfaces, Gel will not stick to it. The main function of Regulated Surface Soil is to grow plants in it.
Accelerating Exploration Tube 	The Accelerating Exploration Tube is a Half-Pipe shaped surface which is able to be angled and curved, the tube has orange stripes on it and causes the player to accelerate as they move along it, allowing for the player to climb upwards on one just as easily as downwards. The tube also is immune to the effects of Gels and will instead carry them down the tube and will accelerate the longer they're on the tube.
Neuro-Acid 	Neuro-Acid
Safety Regulated Corrosive Neuro-Acid 	Safety Regulated Corrosive Neruo-Acid, or simply Deadly Goo is a dangerous substance which can appear in various test chambers, it has a dark green colouration to it and will dissolve anything that makes contact instantly killing the player and destroying Cubes and Turrets alike.
Neuro-Acid Resistant Disposal Unit 	Neuro-Acid Resistant Disposal Units, or Acid Pumps are pumps which can be found throughout the facility they serve both to fill an area with Neuro-Acid and to drain it.
Turrets 	Turrets
Sentry Turret 	The Sentry Turret is a hazardous turret which can shoot and kill the player if it gets within their line of sight. They're easily identifiable by their red eyes, elliptical shape and high-pitched voice. They're known to sing when not actively searching for targets.
Rocket Turret 	The Rocket Turret is a rare hazardous turret which appears from holes in walls and floors and fires rockets at the player, it has a red eye similar to sentry turrets and its laser sight will blink shortly before firing. They can only be destroyed by their own rockets and the explosive projectile is capable of destroying glass barriers.
Frankenturret 	The Frankenturret was originally a hybrid created by former Aperture Director, Wheatley and was refined by GLaDOS to serve a more functional purpose. They are a mobile hazardous turret and are equipped with two sensory sights, they move around by hopping although do not stray far from where they spawn in from. Unlike previous iterations they're equipped with turret cannons and can fire rounds at the player potentially killing them. If they're picked up they will become dormant and can be laid down on their face rendering them inert.
Portal Turret 	The Portal Turret is a non-hazardous turret which serves to help the player in some tests, they appear to have a similar shape to a Sentry Turret although have a Blue-Orange eye and have a portal gun-like device attached to their sides, they rotate on place and will fire portals from each arm simultaneously, the angle of the arms determines where the portals end up although their trajectory is shown by laser sights on each device.
Aerial Turret 	The Aerial Turret is a hazardous Turret which moves on a Management Rail similar to a Personality Core and will patrol along the rail it's designated to, multiple turrets can be assigned to a rail as long as the rail is long enough. These turrets will lock onto a target if it's in their line of sight and will maintain visual lock until the player is out of range or the laser sight is broken by a wall. They can be destroyed by grabbing them or spraying them with any gel.
Energy-Related Components 	Energy-Related Components
High Energy Pellet Launcher 	A deployer which fires high energy pellets, the pellets move as projectiles and can be sent into Thermal Energy Catchers to power them. High Energy Pellet Launchers can be set to cease firing once the pellet connects to a Thermal Energy Catcher or have it continuously fire.
Thermal Discouragement Beam 	The Thermal Discouragement Beam or Deadly Laser is a laser fired from a point, it can be connected to a Thermal Energy Catcher to power it and will keep the Catcher active for as long as the beam is not disabled or blocked.
Thermal Energy Catcher 	Thermal Energy Catchers are devices by which High Energy Pellets or Lasers can be accepted to power them, they function in many ways similar to Buttons and can be set to have a timer effect which activates if they're activated via an Energy Pellet.
Thermal Energy Relay 	Thermal Energy Relays are small beacon shaped objects which function similar to Thermal Energy Catchers however allow lasers and energy pellets to pass through them, when the former passes through them they'll remain active for a designated amount of time.
Discouragement Redirection Cube 	A cube which is designed with reflective sides which cause any lasers or high energy pellets that intersect with the cube to change direction to whichever way the cube's front face is facing. They otherwise serve the same function as a normal Weighted Storage Cube.
Rotating Discouragement Sphere 	The Rotating Discouragement Sphere is a sphere mounted to a pedestal which has a Thermal Discouragement Beam emitted from it, the sphere can rotate around on its axis either in a full 360 degree movement or swing back and forth for a 90, 180 or 270 degree movement.
Discouragement Dispersal Prism 	Discouragement Dispersal Prisms are an object which when in contact with a Thermal Discouragement Beam will split the beam into two beams at 45 degree angles to the original beam. The prism is not heavy enough to weight down buttons however and cannot redirect High Energy Pellets like the Discouragement Redirection Cube.
Bridges 	Bridges
Hard Light Bridge 	Hard Light Bridges are structures made of a blue semi-transparent light, they serve to provide surfaces for the player to walk across and will travel through portals. Portals with a Hard Light Bridge travelling through them can be rotated to form barriers against turrets and alike.
Extrasensory Coiling Bridge 	Extrasensory Coiling Bridges or Roller Bridges are solid surfaces which can be touch or button activated, they will roll out from their starting position to an end location. Unlike other bridges they can bend allowing them to make turns, in addition a Roller Bridge can be portal-able or non-portal-able.
Tractor Beams 	Tractor Beams
Excursion Funnel 	The Excursion Funnel is a large device which allows the user to travel through it. The device generates a blue or orange beam which can travel through portals, the Blue beam pushes objects and individuals away from the generator while the Orange beam pulls them towards it. It can be designed to be activated by buttons or have its polarity changed.
Momentum Objects 	Momentum Objects
Aerial Faith Plate 	The Aerial Faith Plate is a spring-loaded platform which launches an object or person standing on it into the air. They can move an object over extreme distances or provide significant height.
High Velocity Plate 	The High Velocity Plate is a plate which appears along a railing, when activated via a button or by standing in front of it when no button is present the plate will push any object or individual along its railing, it is able to move along floors, angled surfaces and walls.
Gels 	Gels
Repulsion Gel 	Repulsion Gel is a blue liquid substance which when applied to a surface gives the surface bounce-like properties causing objects and individuals which hit the surface or jump off it to achieve significant height. When applied to an object it creates a Crazy Box which can bounce around wildly and break glass in small spaces.
Propulsion Gel 	Propulsion Gel is a orange liquid substance which when applied to a surface radically decreases friction increasing the velocity of an object or individual passing over that surface. When applied to an object it will also lose friction allowing it to slide a significant distance.
Conversion Gel 	Conversion Gel is a white liquid substance which when applied to a surface gives that surface portal-applicable properties allowing Portals to be placed on it. The effect only works on surfaces large enough to support a portal.
Cleansing Gel 	Cleansing Gel is a clear liquid substance which when applied to a surface removes any existing gels applied to that surface, this includes objects. It is unclear if Cleansing Gel is simply water but test subjects are advised against drinking it.
Adhesion Gel 	Adhesion Gel is a pink liquid substance which when applied to a surface causes objects and individuals to adhere to that surface allowing them to move along surfaces like walls and ceilings. One can detach from an Adhesive Gel surface by jumping, in addition Excursion Funnel beams can detach an object or individual. When applied to an object it will be able to stick to other objects and walls.
Reflection Gel 	Reflection Gel is a yellow liquid substance which when applied to a surface causes Thermal Discouragement Beams and High Energy Pellets to bounce off the surface at a perpendicular angle to the one they made contact with the surface at. When applied to an object it will gain reflective properties functioning like the Discouragement Redirection Cube.
Attraction Gel 	Attraction Gel is a red liquid substance which when applied to a surface pulls objects towards it. The force is strong enough to hold an object or the player over a pit although the player can pull away from the Gel by simply jumping. Objects pulled by Attraction Gel will move towards the center of the gel's area if there is a large area covered. When applied to an object it will give that object the same attraction ability causing other objects (excluding the player while holding the object) to be pulled towards it.
Natural 	Natural
Engineered Photosynthetic Stalk 	The Genetically-Engineered Photosynthetic Stalk or Beanstalk is an object and platform, it initially appears as a large seed that has the same functional abilities as the Edgeless Safety Cube although it can pass through Fizzlers but is destroyed by Laser Grids. When placed in a soil patch, the seed will rapidly grow into a stalk which can be jumped up through forming a multi-level platform, the height varies from seed to seed.
Solar Irradiated Cube 	The Solar Irradiated Cube is a small seed which when planted in a soil patch turns into a plant which grows Weightless Storage Cubes (and on rare chances, Weighted Companion Cubes), the number of cubes it can grow at a time varies however if a cube is destroyed the plant will grow another one.
Giraffe Potato 	The Giraffe Potato is a genetically engineered potato created by the Giraffe Core. It is a plant which when planted in a soil patch will grow in a particular direction as designated by a small compass located on the top of the plant.'
Incendiary Parasitic Flora 	Incendiary Parasitic Flora are a plant the player can use in Test Chambers, they serve to incinerate plants in Soil Patches effectively resetting the Soil Patch as a result. When shot by turrets they explode and can be used as weapons as a result.
Other 	Other
Explosive Research Device 	Explosive Research Devices, or Bombs are projectiles which appear rarely in the game, they come in an unarmed and armed state, when armed they will start blinking and making a noise similar to that of the a growling animal before exploding. They can be armed from the start or be armed when they experience a high energy input such as a Thermal Discouragement Beam, High Energy Pellet or the Portal Gun's Projectile.
Pneumatic Diversity Vent 	The Pneumatic Diversity Vent is a vent which will suck up objects, objects sucked up by it are able to be sent to another location within a test chamber and can also move the player as well. Pneumatic Diversity Vents can also have bends in them which can have buttons attached to them causing them to turn allowing for branching paths.
Recorded Decoy Sensory Device 	The Recorded Decoy Sensory Device is a small disc-like robot which when deployed creates a holographic image of the player which can be used to distract turrets, depending on the colour of the light on the top of the device it will either move continuously in a straight line until it hits a wall (Green Light), move for a few seconds before stopping (Yellow Light) or remain stationary and active until picked up (Red Light).
Lightning Wire 	Lighting Wires are an object that appears in some Test Chambers, they are connected at two points on walls, floors or ceilings. They primarily serve as hazards however can also reflect High Energy Pellets back and recharge them allowing for an extended use.
Perpetual Non-Euclidian Testing Apparatus	The Perpetual Non-Euclidian Testing Apparatus or Gateway is a special gateway which functions similar to portals but connects two rooms together, the Gateway can allow the player to view the room on the other end through it but can be walked around as well.
==Additional Game Modes==
TBA
==Trivia==
*Several references made by GLaDOS and the Personality Cores reference the prior two games
**GLaDOS repeatedly references Chell simply referred to as "Her" similar to how Wheately would refer to GLaDOS
**Atlas & P-Body are shown to perform various gestures to both the player and one another that were present in the Cooperative Testing Initiative
**Several of the previous cores that have appeared in the series are referenced, most notably by the Incineration Core with regards to the Morality, Curiosity, Cake & Anger Cores
**GLaDOS periodically has lines referencing things Cave Johnson had stated and during the game mentions that she'd found more tape recordings and plays a few of them throughout the game as a means to motivate the player in particular test chambers
*It's unknown how long after the events of the Cooperative Testing Initiative the game takes place in although GLaDOS does mention that the Atlas & P-Body the player sees running around the facility have been rebuilt many times
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