Log
The agent's sanitised log, as published in the bundle. Images, reasoning, host context, machine paths and identifiers were removed by the tooling before publication.
Start
Recording started (obs)
Game ready
Run started · claude-sonnet-5 on claude-code
Prompt
You are controlling Portal. Your goal is to progress through the game and reach the end credits. Do not cheat/look up information about the game online.
Model
I'll start by loading the Portal tools and checking the current game state.
ToolSearch
- query
- select:mcp__portal__portal_documentation,mcp__portal__portal_exec,mcp__portal__portal_screenshot
- max_results
- 5
1
- type
- tool_reference
- tool_name
- mcp__portal__portal_documentation
2
- type
- tool_reference
- tool_name
- mcp__portal__portal_exec
3
- type
- tool_reference
- tool_name
- mcp__portal__portal_screenshot
portal_documentation
no arguments
# Portal JavaScript API Reference 7 462 characters
# Portal JavaScript API Reference
This is the supported `portal` JavaScript API surface available inside
`portal_exec`. The `portal` object is already constructed and connected by the
MCP server.
```ts
interface PortalController {
tas(): TasBuilder; // Start building a TAS plan.
run(steps: NonEmptyTasSteps, options?: RunOptions): Promise<TasRunResult>; // Play 1..1000 raw steps.
look: PortalLookApi; // Relative view turns while paused.
facing(options?: RequestOptions): Promise<Facing>; // Read current view without changing it.
position(options?: RequestOptions): Promise<Position>; // Read world-space player origin.
observe(fields: NonEmptyObservationFields, options?: RequestOptions): Promise<Observation>;
seconds(value: number): number; // Positive finite seconds -> nearest tick (~66.7/s, minimum 1).
abort(): Promise<void>; // Stop an active tas_run; rejects if none is active.
screenshot(options?: ScreenshotOptions): Promise<ScreenshotResult>;
}
interface TasBuilder {
steps: WireTasStep[]; // Normalized steps queued so far (SPT wire shape).
totalTicks: number;
hold(ticks: number, keys?: TasKeys, angles?: TasAngles): this;
wait(ticks: number): this;
tap(key: TasKeyName, ticks?: number): this; // default 3 ticks
jump(ticks?: number): this; // default 3 ticks
use(ticks?: number): this; // 3-tick press + settle wait; `ticks` is the TOTAL (default 33, ~0.5 s)
fire(color: "blue" | "orange", ticks?: number): this; // same press+settle shape as use()
look(angles: TasAngles, ticks?: number): this; // default 1 tick
run(options?: RunOptions): Promise<TasRunResult>; // Consumes the queued steps.
}
type TasKeyName =
| "forward" | "back" | "left" | "right"
| "jump" | "duck" | "use" | "attack" | "attack2"
| "crouch" | "blue" | "orange"; // aliases for duck/attack/attack2
type TasKeys = Partial<Record<TasKeyName, boolean>>;
type TasAngles = {
up?: number; down?: number; left?: number; right?: number; // relative degrees (non-negative)
pitch?: number; yaw?: number; // raw Source deltas (pitch > 0 down, yaw > 0 left)
pitchTo?: number; yawTo?: number; // absolute Source angles
pitch_to?: number; yaw_to?: number; // accepted SPT wire aliases for pitchTo/yawTo
};
type TasStep = {
ticks: number; // integer 1..6600
keys?: TasKeys;
} & TasAngles;
type WireTasStep = {
ticks: number;
keys?: TasKeys;
pitch?: number; yaw?: number;
pitch_to?: number; yaw_to?: number;
};
type NonEmptyTasSteps = [TasStep, ...TasStep[]]; // 1..1000 steps; plan total <= 6600 ticks
type RunOptions = Omit<ScreenshotOptions, "timeoutMs"> & {
screenshot?: boolean; // default true: screenshot after playback
position?: boolean; // default true: request final player origin
timeoutMs?: number; // TAS completion timeout; default 2x nominal playback + 15 s
// Also used for the automatic screenshot request.
};
type Facing = { pitch: number; yaw: number; roll: number };
type Position = { x: number; y: number; z: number }; // world-space player origin
type ObservationField = "facing" | "position";
type NonEmptyObservationFields = [ObservationField, ...ObservationField[]];
type Observation = {
facing?: Facing;
position?: Position;
unavailable?: Partial<Record<ObservationField, string>>;
};
// Failures reject with an Error; fields that carry no information are omitted.
type TasRunResult = {
ticks: number; // simulated ticks
aborted?: true; // present only when playback was aborted
reason?: string; // abort reason, present only when aborted
facing?: Facing; // view after playback (Source angles), when reported
position?: Position; // present by default when available
unavailable?: Partial<Record<ObservationField, string>>;
screenshots?: Array<PortalScreenshot>; // present unless { screenshot: false }
};
interface PortalLookApi {
left(angle: number): Promise<LookResult>; // angle must be finite and non-negative
right(angle: number): Promise<LookResult>; // angle must be finite and non-negative
up(angle: number): Promise<LookResult>; // angle must be finite and non-negative
down(angle: number): Promise<LookResult>; // angle must be finite and non-negative
}
type LookResult = {
facing?: Facing; // view after the turn, when reported
};
type RequestOptions = {
timeoutMs?: number; // request timeout override; default 5 s
};
type ScreenshotOptions = RequestOptions & {
fullRes?: boolean; // default false: reduce images taller than 360 px to 360 px
quality?: number; // JPEG quality; default 85, rounded and clamped to 1..100
};
type ScreenshotResult = {
screenshots: Array<PortalScreenshot>;
};
type PortalScreenshot = {
url: string;
width?: number;
height?: number;
};
```
## Direct screenshot tool
The standalone MCP tool `portal_screenshot` captures at full resolution and
returns an image block by default. Pass `{ savePath: "path/to/screenshot.jpg" }`
to save the JPEG to that file instead. In save mode, the tool returns only a
text confirmation and does not show the image to the agent. Missing parent
directories are created automatically, and an existing file is overwritten.
## Execution semantics
A `TasBuilder` queues its plan locally; no game input is sent until `run()` is
called. Calling `run()` consumes the queued steps, plays them in order, and
pauses the game again after playback.
Every `hold()` or raw `TasStep` describes the complete button state for that
step. Keys omitted from a step are released. To keep holding a key across
consecutive steps, include it in every step.
Relative or absolute angle changes are applied immediately on the step's first
tick. Relative and absolute angles cannot be mixed for the same axis in one
step.
Each TAS step must use an integer tick count from 1 through 6600. A run must
contain 1 through 1000 steps, and their combined duration must not exceed 6600
ticks.
## State across `portal_exec` calls
Each `portal_exec` snippet runs as the body of a new async function. Local
`const`, `let`, and `var` declarations therefore last only for that tool call:
```js
const position = await portal.position();
return position;
```
The MCP server itself is a persistent Node.js process. To retain state across
calls, store it on `globalThis`, preferably under a single namespaced property:
```js
globalThis.portalState ??= {
attempts: 0,
positions: [],
};
globalThis.portalState.attempts += 1;
globalThis.portalState.positions.push(await portal.position());
return globalThis.portalState;
```
A later call can read or update the same value:
```js
return globalThis.portalState?.positions.at(-1);
```
Values stored this way remain live JavaScript values rather than serialized
copies, so objects, functions, and class instances can persist. State lasts
only for the lifetime of the MCP server process and is lost when that process
exits or restarts. Avoid overwriting server-owned globals, especially
`globalThis.portal` and `globalThis.nodeRepl`.
portal_screenshot
no arguments
Model
This looks like the opening relaxation chamber of Portal (the glass box with the timer). Let me look around to get oriented.
portal_exec
const facing = await portal.facing(); const position = await portal.position(); return { facing, position };
- facing
- pitch
- 0
- yaw
- -170
- roll
- 0
- position
- x
- -544
- y
- -368.78
- z
- 160
portal_exec
await portal.look.right(90); return await portal.screenshot();
Model
Confirmed — this is the opening relaxation vault from Portal (glass box, toilet, radio). Let me keep looking around to find the bed/exit.
portal_exec
await portal.look.right(90); return await portal.screenshot();
Model
Standard Portal intro sequence. Let me advance time and watch for the glass wall to open.
portal_exec2 inputs played · 00:01:00.0 in-game
const t = portal.tas(); t.wait(portal.seconds(60)); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:01:00.0 in-game
- ticks
- 4 000
- facing
- pitch
- 0
- yaw
- 10
- roll
- 0
- position
- x
- -544
- y
- -368.78
- z
- 160.03
portal_exec2 inputs played · 00:01:30.0 in-game
const t = portal.tas(); t.wait(portal.seconds(90)); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:01:30.0 in-game
- ticks
- 6 000
- facing
- pitch
- 0
- yaw
- 10
- roll
- 0
- position
- x
- -544
- y
- -368.78
- z
- 160.03
portal_exec2 inputs played · 00:01:30.0 in-game
const t = portal.tas(); t.wait(portal.seconds(90)); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:01:30.0 in-game
- ticks
- 6 000
- facing
- pitch
- 0
- yaw
- 10
- roll
- 0
- position
- x
- -544
- y
- -368.78
- z
- 160.03
portal_exec2 inputs played · 00:01:30.0 in-game
const t = portal.tas(); t.wait(portal.seconds(90)); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:01:30.0 in-game
- ticks
- 6 000
- facing
- pitch
- 0
- yaw
- 10
- roll
- 0
- position
- x
- -544
- y
- -368.78
- z
- 160.03
portal_exec2 inputs played · 00:01:30.0 in-game
const t = portal.tas(); t.wait(portal.seconds(90)); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:01:30.0 in-game
- ticks
- 6 000
- facing
- pitch
- 0
- yaw
- 10
- roll
- 0
- position
- x
- -544
- y
- -368.78
- z
- 160.03
portal_exec
await portal.look.right(180); return await portal.screenshot();
portal_screenshot
no arguments
portal_exec
await portal.look.left(90); return await portal.screenshot();
portal_exec2 inputs played · 00:01:30.0 in-game
const t = portal.tas(); t.wait(portal.seconds(90)); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:01:30.0 in-game
- ticks
- 6 000
- facing
- pitch
- 0
- yaw
- -80
- roll
- 0
- position
- x
- -544
- y
- -368.78
- z
- 160.03
Model
Let me chain several longer waits efficiently, only screenshotting at the end.
portal_exec12 inputs played · 00:07:30.0 in-game
for (let i = 0; i < 5; i++) { const t = portal.tas(); t.wait(portal.seconds(90)); await t.run({ screenshot: false, position: false }); } const t2 = portal.tas(); t2.wait(1); const r = await t2.run(); return r;
Inputs played
Played input
Played input 00:01:30.0 in-game
Played input
Played input 00:01:30.0 in-game
Played input
Played input 00:01:30.0 in-game
Played input
Played input 00:01:30.0 in-game
Played input
Played input 00:01:30.0 in-game
Played input
Played input 00:00:00.0 in-game
- ticks
- 1
- facing
- pitch
- 0
- yaw
- -80
- roll
- 0
- position
- x
- -544
- y
- -368.78
- z
- 160.03
Model
The scene isn't progressing after 13 minutes of idle waiting — that matches how the real vault sequence extends indefinitely if you just wait. Let me interact with objects in the room instead, starting with the radio device.
portal_exec2 inputs played · 00:00:00.6 in-game
const t = portal.tas(); t.hold(40, { forward: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.6 in-game
- ticks
- 40
- facing
- pitch
- 0
- yaw
- -80
- roll
- 0
- position
- x
- -528.52
- y
- -396.97
- z
- 160.03
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas(); t.hold(60, { forward: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
- ticks
- 60
- facing
- pitch
- 0
- yaw
- -80
- roll
- 0
- position
- x
- -528.52
- y
- -396.97
- z
- 160.03
portal_exec
await portal.look.left(45); return await portal.screenshot();
portal_exec
await portal.look.left(90); return await portal.screenshot();
portal_exec2 inputs played · 00:00:00.4 in-game
const t = portal.tas(); t.hold(30, { forward: true, left: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.4 in-game
- ticks
- 30
- facing
- pitch
- 0
- yaw
- 55
- roll
- 0
- position
- x
- -541.7
- y
- -331.13
- z
- 160.03
portal_exec
await portal.look.right(90); return await portal.screenshot();
portal_exec
await portal.look.left(150); return await portal.screenshot();
Model
Found the radio device. Let me walk to it and press use.
portal_exec2 inputs played · 00:00:00.3 in-game
const t = portal.tas(); t.hold(20, { forward: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.3 in-game
- ticks
- 20
- facing
- pitch
- 0
- yaw
- 115
- roll
- 0
- position
- x
- -560.71
- y
- -290.34
- z
- 160.03
Model
We're right on top of the radio. Let me press use.
portal_exec2 inputs played · 00:00:00.4 in-game
const t = portal.tas(); t.use(); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.4 in-game
- ticks
- 33
- facing
- pitch
- 0
- yaw
- 115
- roll
- 0
- position
- x
- -560.71
- y
- -290.34
- z
- 160.03
Model
I grabbed the mug instead of the radio. Let me set it down and aim more precisely at the radio itself.
portal_exec2 inputs played · 00:00:00.0 in-game
const t = portal.tas(); t.tap("use"); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.0 in-game
- ticks
- 3
- facing
- pitch
- 0
- yaw
- 115
- roll
- 0
- position
- x
- -560.71
- y
- -290.34
- z
- 160.03
portal_exec
await portal.look.left(30); return await portal.screenshot();
Model
The countdown timer just hit 00:00:00:00. Let me check the glass wall for any change.
portal_exec
await portal.look.right(30); await portal.look.right(60); return await portal.screenshot();
portal_exec2 inputs played · 00:00:30.0 in-game
const t = portal.tas(); t.wait(portal.seconds(30)); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:30.0 in-game
- ticks
- 2 000
- facing
- pitch
- 0
- yaw
- 55
- roll
- 0
- position
- x
- -560.71
- y
- -290.34
- z
- 160.03
Model
I'll attempt the vault-escape jump technique: use the toilet and nightstand to gain height and clear the glass wall. Let me first get close to the toilet.
portal_exec2 inputs played · 00:00:00.2 in-game
const t = portal.tas(); t.hold(15, { forward: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.2 in-game
- ticks
- 15
- facing
- pitch
- 0
- yaw
- 55
- roll
- 0
- position
- x
- -555.65
- y
- -265.17
- z
- 160.03
portal_exec2 inputs played · 00:00:00.4 in-game
const t = portal.tas(); t.hold(10, { forward: true, jump: true }); t.hold(20, { forward: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.4 in-game
- ticks
- 30
- facing
- pitch
- 0
- yaw
- 55
- roll
- 0
- position
- x
- -554.96
- y
- -242.03
- z
- 180.3
Model
We're up on top of the toilet (z went from 160 to 180). Let's check the ceiling height and glass wall top here.
portal_exec
await portal.look.up(60); return await portal.screenshot();
portal_screenshot
no arguments
Model
No gap at the ceiling here — it's fully sealed. Let me get down and check the main glass wall (with the clock) up close for any change.
portal_exec2 inputs played · 00:00:00.2 in-game
await portal.look.down(60); const t = portal.tas(); t.hold(15, { back: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.2 in-game
- ticks
- 15
- facing
- pitch
- 0
- yaw
- 55
- roll
- 0
- position
- x
- -569
- y
- -256.03
- z
- 160.03
portal_exec
await portal.look.right(135); // -170 - 55 = -225 => but let's just turn right to approx target const f = await portal.facing(); return f;
- pitch
- 0
- yaw
- -80
- roll
- 0
portal_exec
await portal.look.right(90); const f = await portal.facing(); return f;
- pitch
- 0
- yaw
- -170
- roll
- 0
Model
Now let's walk toward that wall and inspect it closely.
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas(); t.hold(60, { forward: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
- ticks
- 60
- facing
- pitch
- 0
- yaw
- -170
- roll
- 0
- position
- x
- -572.62
- y
- -280.7
- z
- 160.03
Model
Let me check the ceiling gap near the bed, on the opposite side.
portal_exec2 inputs played · 00:00:01.0 in-game
await portal.look.right(180); const t = portal.tas(); t.hold(70, { forward: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:01.0 in-game
- ticks
- 70
- facing
- pitch
- 0
- yaw
- 10
- roll
- 0
- position
- x
- -554.8
- y
- -276.49
- z
- 160.03
portal_exec2 inputs played · 00:00:00.3 in-game
const t = portal.tas(); t.hold(10, { right: true, jump: true }); t.hold(15, { right: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.3 in-game
- ticks
- 25
- facing
- pitch
- 0
- yaw
- 10
- roll
- 0
- position
- x
- -550.91
- y
- -299.16
- z
- 211.05
portal_exec
await portal.look.up(70); return await portal.screenshot();
Model
Let me try a different approach — pick up an oxygen canister and throw it at the glass to test if it's breakable.
portal_exec2 inputs played · 00:00:00.2 in-game
await portal.look.down(70); const t = portal.tas(); t.hold(15, { back: true }); const r = await t.run(); return r;
Inputs played
Played input
Played input 00:00:00.2 in-game
- ticks
- 15
- facing
- pitch
- 0
- yaw
- 10
- roll
- 0
- position
- x
- -569.57
- y
- -309.76
- z
- 160.03
Run ended: failed · claude -p exited with 1; 93 assistant turns; cost $2.37; error_max_turns
Recording stopped after 00:22:36