Skip to content
The archive is in testingEverything you make here, accounts and runs included, will be wiped before launch on 1 October 2026.

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.

17 messages41 tool calls57 harness eventsTimes are measured from the start of the recording.
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