Codex Gamicus
Register
Advertisement

Portal: Prelude
Logo-portal-prelude
Developer(s) Nicolas "NykO18" Grevet


Jérémy "Capitaine Mousse" Barbe


Marc "Moroes" Bidoul

Publisher(s) Publisher Missing
Designer Designer Missing
Engine Engine Missing
status Status Missing
Release date Release Date Missing
Genre Puzzle game
Mode(s) Singleplayer only
Age rating(s) Ratings Missing
Platform(s) PC
Arcade system Arcade System Missing
Media Media Missing
Input Inputs Missing
Requirements Processor: Intel Pentium 4 3000 MHz

Display Card: DirectX 9 compatible graphics card Memory: 1024 MB Free Disk Space: 1.5 GB Operating System: Microsoft Windows 2000/XP/Vista

Credits | Soundtrack | Codes | Walkthrough

Also see Portal.

Portal: Prelude is a fan made mod for Portal

Plot

The story revolves around the pre-GLaDOS epoch, even before she was plugged in. At this time, test subjects were monitored by real Aperture Science employees, whose work was tedious, lengthy and repetitive. This is why they decided to build a great artificial intelligence that could both replace them in these difficult tasks, and also take responsibility for many other tasks within the complex and compete with Black Mesa's superiority. All employees of the Aperture Science complex are now eagerly awaiting GLaDOS. Maybe even a little too eagerly, as the upcoming events will tell.

It all starts with a test subject (named Abby) going through the 19 test chambers, which are considerably harder and more lethal then the ones of the original Portal (for example, turrets are encountered in the second chamber, whereas in the original Portal they don't appear until the 16th). After completing the test chambers, she is congratulated by the staff as being the first test subject to do such a feat, and that a party will be held in her honour.But, GLaDOS is also being activated at the same time (even though her morality core isn't prepared yet), so, as a special treat, they invite Abby to go and watch from a secret platform.

However, soon after awakening, GLaDOS proceeds to kill all the people in the chamber, and attempts to kill Abby too, with a mixture of telekinesis and death rays. However, the remaining survivors manage to shut off the generators. Knowing they have only a little while before the emergency generators kick in, they tell Abby to get the morality core and install it before she kills everyone. After navigating through a now destroyed Aperture Science, she finds the core and manages to attach it to GLaDOS, just as she had begun flooding the place with a neurotoxin.

Abby then blacks out, and, when awakens, is seen being dragged out of the chamber by a female Aperture Science employee. The screen then fades, and the final cut-scene is that of Abby walking through the parking lot of Aperture Science (where it is now raining), collapsing, and (presumably) dying, as the screen fades to black. The last thing she can see is the G-Man, standing in the booth and adjusting his tie.

Testchambers

The difficulty of Portal: Prelude's testchambers is significantly higher than Portal's. The players must dodge turrets, redirect energy pellets, and avoid numerous traps. The player also manages to set the fifteenth testchamber on fire. In the eighteenth testchamber, the player must stand on buttons at the right times to obtain a companion cube, which is used to press down a button to get to the exit. The puzzle can be bypassed by firing a portal to the elevator while standing on the button. However, the player is allowed to take the companion cube with them, and they must for the next testchamber. If the player does not bring the companion cube with them, they can go back to the eighteenth testchamber through a behind-the-scenes area.

Observers

There are three observers in Portal: Prelude.

Mike is the first observer you hear. He is reading a script, when he is interrupted by Erik. Mike always seems to follow test procedure, but is kind and will spare a player if they are about to die, as seen in Chamber 6. (However, the effect is the same as dying, as Mike informs the player that they cannot be given a second chance.) Mike leaves for the fourteenth testchamber after it catches fire while the player is at the end of Testchamber 16. He is not seen again until the end of the game. He is killed by a rocket turret while helping Abby escape GlaDOS.

Erik is the second observer, who interrupts Mike as he is talking. Erik tells Mike to "stop this crap please" after Mike reads his script, and also tells Mike to stop calling Abby a "specimen". Erik seems kind at the beginning, but as evidenced in Testchambers 6, 7, and 8, wants to kill Abby. Erik leaves in Testchamber 4 for unknown reasons, comes back in Testchamber 7, and leaves again in Testchamber 9 because "this is starting to get really boring." Erik returns in Testchamber 17. Erik is killed by GlaDOS after she is plugged in.

Peter is introduced as a replacement to Erik in Testchamber 12. He introduces himself, saying, "I've worked here for eighteen years, and I'm not happy to be here." He is not content with Aperture Science and makes that clear to the player. However, he is kind, and saves the player after they catch Testchamber 15 on fire. He also writes a shell script to replace them after they are called to a meeting in Testchamber 18. He is killed by GlaDOS when she is plugged in.

Easter Eggs

Portal: Prelude is rich in easter eggs. Here are the ones in the current version (1.1.5)

  • The player is able to crawl through a gap in the metal of Chamber 9 after reaching the other side of the glass and goo pit. After reaching the other side of the white area, the player is in a Mario-like area. After a short drop, the player can see three numbered pipes, with "Welcome to Warp Zone" written above them. If the player goes into a pipe, they can skip to another level.
  • The player can either portal stand or noclip to an area below the disintegrator in Testchamber 9. There are
  • cans, a makeshift bed, and "HELP" written on the wall. Upon reaching that area, Erik says, "Hey, you thought I was not watching you? Where the heck are you? I can't see you on any cameras. How are we going to get you out of here?"
  • In Testchamber 10, the Gman can be seen in an observation room.
  • In Testchambers 11, and 12, the player can noclip to a green square outside of the map. The "Badger Song" plays, accompanied by a mass of dancing badgers.
  • In Testchamber 12, the Gman can be seen through the window in the last part of the level. He disappears after going out of sight.
  • When Upgrading the ASHPD in the small room you left it, having finished the test, the G-Man can be seen through the Window passing by.
Advertisement