![]() The mannequins were used as a testing element for the F-Stop, similar as to how the Turrets were for the Portal Gun. It can be spawned in-game, albeit without a proper model and AI. Further tie in to this can be found in unused textures for the Pneumatic Diversity Vent's passive monitoring screens, showing a personality core with rockets inside to be dubbed as the Hover Turret. No concept arts have been pinpointed to this turret variant, but a screenshot from the The Final Hours of Portal 2 reveals a group of personality cores on a ceiling railing that appear to be "hovering" versions of the Rocket Turret. The Hover Turret may have been intended for Portal 2, and its primary attack is a blue laser beam that brings a similar injury effect as the Thermal Discouragement Beam. In the game's release, the "futbol" codes have been reused to create the Bombs in the single-player finale. The texturing of the "futbols" and its dispensers are similar to the texturing styles of Portal, indicating that this gamemode was cut very early in Portal 2's development. The "futbols" also appear to have a dispenser model found in the game's files. ![]() The "futbol" was a gameplay mechanic that explodes on contact and is the original multiplayer gamemode for Portal 2 which was to carry the device around with portals and to frag other players by dropping these into their presence. In 2020, it was revealed to be a camera which could store photographed objects and place them, possibly rescaled. The developers very much praised the concept but after the prequel itself received negative feedback from playtesters as they were expecting a sequel with the Portal Gun, the F-Stop project was canceled and it was decided to keep the mechanic disclosed to reserve for another potential game. This mechanic was originally intended to be the primary handheld testing element for a prequel to Portal. Minor evidence of the chicken's leftover files are in the "scripts" folder of Portal 2's directory files. Not much is revealed of the chicken, but concept arts released revealed that a giant chicken may have been a boss for either the prequel to Portal or early stages of Portal 2. May be a reference to the "Android Hell" GLaDOS has mentioned. The file references sounds that were not shipped with the game, nor does attempting to spawn the npc yield any results. In the "scripts" folder of Portal 2, a file called "npc_sounds_android" can be found. It was cut from the game when play-testers complained of motion sickness. This mechanic was mentioned to allow players to stick to wherever the gel was placed. ![]() You can help Portal Wiki by expanding it. A matching cube skin exists, but goes unused. In Portal: Still Alive, Pedestal Buttons connected to cube droppers are given a different skin, with red lights on the sides and an image of a skull on top. No playable 15th chamber exists anywhere in the final game, and it is also not present in the leaked map source files, so what the map looked like outside of this one screenshot is unknown. This is further supported by the entrance sign in chamber 14 showing the "cake" light on this usually indicates the chamber will end in an escape sequence, but chamber 14 doesn't. ![]() However, it appears that a 15th chamber was at one point planned, as an icon for it exists in the files, showing a section of the escape sequence from the original Portal: The Flash Version MapPack. Portal: Still Alive contains 14 bonus chambers. However, Portal: Still Alive also contains some unused or cut content of its own. Portal: Still Alive has the same unused content as the original game, with the exception of Crushers, which appear in the bonus chambers. ![]()
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