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Portal 2
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Portal 2 — Achievement Walkthrough

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Wake Up Call
Survive the manual override · 74.3% of players
Easy~First 10 minutes
Survive Wheatley's chaotic container ride at the start of the game.

Unmissable story achievement. Follow Wheatley's instructions through the broken Aperture facility until he plugs into your container's track. The ride that follows is on rails — just survive the cutscene and the achievement pops.

You Monster
Reunite with GLaDOS · 64.9% of players
Easy~First 20 minutes
Reach the moment GLaDOS recognises you and remembers what happened in Portal 1.

Story beat. Pops the moment GLaDOS comes back online and delivers her famous 'oh, it's you' line. Unmissable; you literally can't progress past her chamber without triggering it.

Undiscouraged
Complete the first Thermal Discouragement Beam test · 62.9% of players
Easy~Story progression
Complete the first Thermal Discouragement Beam (laser) test chamber.

Pops after Test Chamber 5 in Chapter 2. The laser mechanic introduces redirection cubes. Just complete the puzzle as introduced; no special trick required.

High Five
Celebrate your cooperative calibration success · 58.6% of players
Easy~End of co-op calibration
Celebrate co-op success by hi-fiving your partner.

Co-op only. At the end of the calibration course, GLaDOS prompts you to celebrate. Hit the gesture wheel and pick 'High Five.' Your partner needs to also high-five for it to land. Achievement pops on mutual high-five.

Bridge Over Troubling Water
Complete the first Hard Light Bridge test · 53.4% of players
Easy~Story progression
Complete the first Hard Light Bridge test.

Pops on completion of the first Hard Light Bridge chamber in Chapter 5. The puzzle teaches you to portal light bridges into useful angles. Story-locked; just play.

Team Building
Complete all test chambers in the Team Building co-op course · 49.5% of players
Easy~First co-op session
Complete all chambers in the Team Building co-op course.

First co-op course, ~5 chambers. Straightforward puzzles teaching the basics — portal cooperation, shared button presses, momentum sharing. Achievement pops on the final chamber's exit.

SaBOTour
Make a break for it · 46.6% of players
Easy~Chapter 6
Escape Wheatley's testing track to break into the old Aperture facility.

Story beat. The break-out happens mid-Chapter 6 when you escape into the old Aperture sub-levels. Unmissable; the cinematic plays whether you 'choose' to escape or not.

Stalemate Associate
Press the button! · 45.6% of players
Easy~Mid-Chapter 6
Press the Stalemate Resolution Button when GLaDOS asks for help.

Mid-game story moment. GLaDOS asks you to press a button to resolve the AI stalemate. Walk over and press it. The achievement pops on press; the cinematic that follows is the chapter's climax.

Vertically Unchallenged
Master the Repulsion Gel · 43.0% of players
Easy~Old Aperture sequence
Master the Repulsion Gel (blue, bouncy) by completing its introduction.

Pops on completion of the blue-gel intro chamber. Repulsion Gel makes surfaces bouncy — bounce off the floor through a portal to launch yourself. Story progression; can't miss.

Tater Tote
Carry science forward · 41.1% of players
Easy~Chapter 7-8
Carry the PotatOS through the old Aperture facility.

Story-locked. Pops the moment you pick up the potato-fused GLaDOS to carry her along. You'll do this many times in the deep-Aperture sequences; the achievement triggers on the first pickup.

Confidence Building
Complete all test chambers in the Mass and Velocity co-op course · 40.9% of players
Medium~Second co-op course
Complete all chambers in the Mass and Velocity co-op course.

Second co-op course. Introduces Repulsion Gel + momentum puzzles requiring careful timing. Several chambers need both players to launch simultaneously. Coordination matters more than skill.

Stranger Than Friction
Master the Propulsion Gel · 39.5% of players
Easy~Old Aperture sequence
Complete the Propulsion Gel (orange, speedy) introduction chamber.

Pops on completion of the orange-gel intro. Propulsion Gel speeds you up on contact — useful for ramps and momentum-portal puzzles. Story progression.

White Out
Complete the first Conversion Gel test · 38.4% of players
Easy~Old Aperture sequence
Complete the first Conversion Gel test.

Pops on completion of the white-gel intro. Conversion Gel turns any surface portal-able — game-changing puzzle tool. Story progression.

Dual Pit Experiment
Do the same test twice · 37.1% of players
Medium~Replay-required
Do the 'same' test twice — re-enter Test Chamber 1 from Chapter 1.

Wheatley jokes early about doing the same test twice. Take him at his word: in Chapter 1, after completing the first test chamber, BACKTRACK through the portal you exited and re-enter the chamber. Solve it again. The achievement pops on second completion.

Tunnel of Funnel
Master the Excursion Funnel · 35.2% of players
Easy~Late Chapter 8
Complete the first Excursion Funnel (tractor beam) test.

Pops in Chapter 8 when you master the funnel beam mechanic. The puzzle teaches you to redirect funnels through portals. Story progression.

Scanned Alone
Stand in a defective turret detector · 34.8% of players
Medium~Chapter 8
Stand in a defective turret detector to be mis-scanned.

In the turret manufacturing facility (Chapter 8), one of the scanning lasers is broken — turrets going through come out as 'defective' (cute boxy ones). Stand in the scanner yourself. Achievement pops when the scanner clears you as 'defective.'

The Part Where He Kills You
This is that part · 34.5% of players
Easy~Chapter 9
Reach the final boss fight — Wheatley's elaborate murder attempt.

Story-locked. Pops at the start of the final boss fight. Famously, this achievement is named for the in-game chapter title — Wheatley actually narrates 'this is the part where I kill you.'

Lunacy
That just happened · 34.2% of players
Easy~Final boss
Shoot a portal at the moon during the Wheatley boss fight.

During Wheatley's final phase, the ceiling collapses revealing a hole to the moon. Shoot a portal at the moon's surface. The achievement pops on the portal placement; this is also how you actually win the boss fight, so it's unmissable on completion.

Air Show
Perform 2 aerial gestures before touching the ground in co-op · 33.3% of players
Medium~Setup-required
Perform 2 aerial gestures before touching the ground in co-op.

Get airborne (via portal-fling or Aerial Faith Plate). While in the air, open the gesture wheel and pick a gesture; perform a second one before you land. Practice with a partner; the timing is tight.

Easiest setup: a long fall section with two distinct gesture-friendly windows.

Bridge Building
Complete all test chambers in the Hard-Light Surfaces co-op course · 32.0% of players
Medium~Third co-op course
Complete all chambers in the Hard-Light Surfaces co-op course.

Third co-op course. Hard Light Bridge puzzles requiring portal-routing cooperation. The hardest chamber asks both players to maintain bridges through portals while the other crosses.

No Hard Feelings
Save a turret from redemption · 31.1% of players
Medium~Chapter 8
Save a turret from being incinerated on the redemption line.

In the turret factory, look for the conveyor belt sending defective turrets to the incinerator. Use a portal to redirect a turret onto a safe surface OR pick it up off the belt with your hands before it reaches the fire. Easiest spot: just past the defective-turret line, there's a clean drop zone.

Drop Box
Place a cube on a button without touching the cube · 29.0% of players
Medium~Find an appropriate chamber
Place a cube on a button without touching the cube directly.

## How to set up
Find a chamber with a button below a cube dispenser, where you can shoot a portal under the dispenser AND a portal above the button. Drop the cube; it portals from dispenser straight to button without you grabbing it.

## Easiest chamber
Chapter 2's early chambers have natural setups. Chapter 3, Test 11 also works. The achievement triggers the moment the button activates from a cube you never touched.

Good Listener
Take GLaDOS' escape advice · 28.4% of players
Easy~Chapter 1
Take GLaDOS' escape advice in Chapter 1.

Wheatley tells you to escape. GLaDOS, mid-dialogue, sarcastically suggests you re-enter the test chambers instead. Take her at her word: turn around at the right moment and step BACK INTO the testing track. Achievement pops automatically.

Gesticul-8
Perform all 8 gestures of your own volition in co-op · 27.1% of players
Easy~Spread across co-op sessions
Perform all 8 gestures during co-op play.

The gesture wheel has 8 options (wave, high-five, dance, etc.). Use each at least once during normal play. Just remember to cycle through them; achievement pops after you've used all 8.

Obstacle Building
Complete all test chambers in the Excursion Funnels co-op course · 26.3% of players
Medium~Fourth co-op course
Complete all chambers in the Excursion Funnels co-op course.

Fourth course. Funnel-beam puzzles requiring careful redirection. Several chambers have you both riding funnels simultaneously while one of you portals to redirect the other's beam. Communication-heavy.

Preservation of Mass
Break the rules in Test Chamber 07 · 24.5% of players
Medium~Chapter 2
Save the cube from being incinerated in Test Chamber 07.

Test Chamber 7 ends with the cube being thrown into an incinerator. To save it: at the end of the chamber, place a portal so when the cube falls toward the fire, it portals out and lands somewhere safe (e.g., back to the elevated platform). Bring the cube into the next room (the elevator) before it incinerates.

You Saved Science
Complete all test chambers in all courses of co-op · 21.2% of players
Medium~Full co-op campaign
Complete every chamber across every co-op course.

Auto-pops when you complete all five co-op courses. Plan to spend 4-6 hours total with a co-op partner across all chapters. The story-tied co-op DLC ('Peer Review') doesn't count toward this achievement — base game only.

Portrait of a Lady
Find a hidden portrait · 11.7% of players
Hard~Chapter 6-7 exploration
Find a hidden portrait in the old Aperture facility.

In one of Cave Johnson's offices, a portrait of (you'll see whose) hangs behind a hidden door. Easiest to find: in Chapter 7, look for an office side room you'd normally skip; the portrait is on the wall.

Walkthroughs have specific maps for this; without a map, expect 1-2 hours of search-and-look-around.

Ship Overboard
Discover the missing experiment · 10.7% of players
Medium~Chapter 6 exploration
Find the missing seafaring vessel in old Aperture.

In one of the old Aperture facility's deep rooms, there's a side path leading to a flooded chamber where a tiny model ship is balanced precariously. Walk up to the ship. Achievement pops on proximity. It's a goofy easter egg.

Most-missed location: a side corridor in the Cave Johnson lemon-rant section. Look for ramps going down off the main path.

Can't Touch This
Dance in front of a turret blocked by a hard light bridge in co-op · 9.8% of players
Medium~Specific co-op chamber
Dance in front of a turret protected behind a hard-light bridge in co-op.

Find a co-op chamber with a turret on one side of a hard-light bridge and you on the other. Set up so the turret can see you but the bridge blocks its bullets. Hit the dance gesture in front of it. Achievement pops on first dance frame.

Rock Portal Scissors
Win 3 co-op games of rock-paper-scissors in a row · 9.8% of players
Medium~Co-op down-time
Win 3 co-op games of rock-paper-scissors in a row.

Use the rock-paper-scissors gesture in co-op. Both players input simultaneously. Win 3 in a row. With a cooperative partner this is trivial — just plan moves together.

Asking for Trouble
Taunt GLaDOS in front of a camera in each of the five co-op courses · 8.9% of players
Medium~Spread across co-op campaign
Taunt GLaDOS in front of a camera in each of the 5 co-op courses.

Each course has a chamber with a GLaDOS-watching camera. Use any gesture in front of it. 5 courses × 1 taunt each = 5 total. Track which courses you've taunted in; some are easy to miss.

Return to courses you've skipped via the hub.

Pturretdactyl
Use an Aerial Faith Plate to launch a turret · 8.7% of players
Medium~Chapters 4-5
Use an Aerial Faith Plate to launch a turret.

Pick up a turret with the gravity gun (or in your hands) and walk it onto an active Faith Plate. The plate launches it like any other object; achievement pops on launch. Easiest spot: Chapter 4 Test 13, which has a turret right next to a plate.

Pit Boss
Show that pit who's boss · 7.9% of players
Medium~Specific scene
Yell at GLaDOS by interacting with the pit in old Aperture.

In Chapter 6 there's a moment where Cave Johnson talks about a pit in old Aperture. After his line about 'show that pit who's boss,' walk to the edge of a specific pit and stand at the edge. The achievement pops automatically when GLaDOS' dialogue triggers.

Door Prize
Examine all the vitrified test chamber doors · 7.3% of players
Medium~Exploration
Examine all vitrified test chamber doors in Chapter 8.

Chapter 8 has multiple chambers with cracked, vitrified doors that you can approach but not enter. Walk up and look at each. There are around 7-8 doors total. Achievement pops when you've examined them all.

Keep an eye on side hallways — some doors are off the main path.

Schrodinger's Catch
Catch a blue-painted box before it touches the ground · 6.9% of players
Medium~Chapter 8 specific room
Catch a blue-painted cube mid-air before it touches the ground.

Late in Chapter 8, you enter a Crusher Cube room. The cube falls from a chute; portal the chute opening to redirect the cube into your hands before it lands. Multiple attempts may be needed — timing matters.

Four Ring Circus
Enter 4 different portals without touching the ground in co-op · 6.8% of players
Hard~Setup-required moment
Enter 4 different portals in a chain without touching the ground in co-op.

Both players place portals in a chain: P1 → P2 → P1' → P2'. You enter the first; your momentum carries you through all four without grounding. Setup matters more than skill — find a chamber where four portals can be lined up vertically/horizontally.

Mass and Velocity Chamber 4 has a natural setup.

You Made Your Point
Refuse to solve the first test in Chapter 8 · 6.6% of players
Easy~Chapter 8
Refuse to solve the first test in Chapter 8 — don't shoot the button.

When Wheatley introduces his Chapter 8 first test, ignore his instructions. Don't shoot the button. Stand there. After ~30 seconds, the achievement pops as Wheatley reacts to your refusal.

Professor Portal
After completing co-op, complete Calibration Course online with a friend who hasn’t played before · 5.9% of players
Hard~Find a partner
Replay the co-op calibration course with someone who's never played co-op before.

## The requirement
After completing co-op once, replay the Calibration Course with a partner who has zero co-op chambers completed. Their account, not yours.

## How to find a partner
In 2026 the Portal 2 player base is small but active. Try r/Portal or steam group invites. Or convince a friend to install the game fresh.

## After joining
Just play through Calibration. Achievement pops when the course ends.

Narbacular Drop
Place a portal under your co-op partner while they are gesturing · 5.8% of players
Easy~Co-op setup
Place a portal under your co-op partner while they're gesturing.

Partner stands still and triggers any gesture. You place a portal directly under their feet (paired with a portal somewhere lower so they fall through). Achievement pops on the portal placement. Easy with a coordinated partner.

Final Transmission
Find the hidden signal in one of the Rat Man's dens · 5.5% of players
Hard~Exploration
Find the hidden signal in one of Rat Man's dens.

Rat Man's dens are hidden rooms scattered through the campaign, decorated with paintings and notes about Doug Rattmann. The 'final transmission' is a specific den containing a radio playing a hidden audio file.

The most accessible one is in Chapter 8 — near the end of the chapter, look for a vent on a high catwalk. Crawl in. The achievement pops when you reach the radio inside.

Empty Gesture
Drop your co-op partner in goo while they are gesturing by removing the bridge under them · 4.6% of players
Medium~Setup-required co-op moment
Drop your co-op partner into goo while they're mid-gesture.

Coordinate with your partner: they stand on a movable platform over goo and start a gesture. You activate the mechanism that drops the platform mid-animation. Achievement pops on death. Your partner has to be a willing participant or this is just griefing.

Friends List With Benefits
While playing co-op, hug 3 different people on your friends list · 4.5% of players
Medium~Multiple co-op sessions
Hug 3 different people from your friends list during co-op.

Each 'hug' counts only with a unique partner from your friends list. So you need 3 different Steam friends willing to play co-op briefly. Use the hug gesture once per session.

In 2026 with a smaller Portal 2 player base, this might be the hardest social achievement. Reach out to your friend list.

Overclocker
Complete Test Chamber 10 in 70 seconds · 4.0% of players
Hard~Multiple attempts
Complete Test Chamber 10 in 70 seconds.

Chapter 2 Test Chamber 10 has a 70-second target. The route requires you to:
1. Skip the cube-on-button sequence by using momentum portals
2. Launch yourself through the long-fall section without solving the puzzle conventionally
3. Speedrun YouTube has 1-minute solves you can learn in 30 minutes

Use the chamber timer in your HUD. Multiple attempts are normal; reset frequently.

Smash TV
Break 11 test chamber monitors · 3.7% of players
Medium~Cumulative across playthrough
Break 11 test chamber monitors throughout the campaign.

Monitors are the small screens Wheatley uses to talk to you. Break them by shooting them with the portal gun (no, portals don't break them — you need to throw cubes or turrets AT them, or place a portal so a heavy object falls on one).

Most monitors are in Chapters 6-8. Track count: 11 total. You'll naturally break a few; the rest need active hunting. Cumulative across playthroughs (saves persist).

Iron Grip
Never lose a cube in Chamber 6 of the Mass and Velocity co-op course · 3.6% of players
Hard~Multiple co-op attempts
Never lose a cube in Chamber 6 of the Mass and Velocity co-op course.

Chamber 6 of course 2 has multiple cubes flying around through Repulsion Gel. If ANY cube hits the goo floor and gets destroyed, no achievement.

Strategy: communicate constantly; one player always near each cube. Coordinate gel-launches. Restart from the puzzle's start if a cube is lost early. Expect 3-5 attempts.

Party of Three
Find the hidden companion cube in co-op test chamber · 3.6% of players
Medium~Co-op exploration
Find the hidden companion cube in a co-op chamber.

One co-op chamber has a Companion Cube hidden in a side area. Most commonly: Course 4 Chamber 2 has a secret room behind a portal-able wall on the upper level. Place a portal there, walk in, find the cube. Achievement pops on cube interaction.

Triple Crown
Solve 3 co-op chambers in the Mass and Velocity course in under 60 seconds each · 3.0% of players
Hard~Speedrun attempts
Solve 3 co-op chambers in the Mass and Velocity course in under [time].

The exact target time is shown in the achievement description (vary by chamber). Solve chambers 1, 2, and 3 of course 2 each within the par time. Restart between chambers if you missed one.

Use a portal-fling speedrun route — momentum portals shave the most time. YouTube guides exist for each chamber.

Portal Conservation Society
Complete Chamber 3 in the Hard-Light Surfaces co-op course using only 5 total portal placements · 2.8% of players
Hard~Specific co-op chamber
Complete Chamber 3 of the Hard-Light Surfaces co-op course using few portals.

Each player can only use a limited number of portals across the whole chamber (typically 5 per player). Solving inside the limit requires planning every portal placement. Use only what you need; if you mis-place, restart.

Guide videos for this specific chamber are easy to find.

Talent Show
Never lose a cube in Chamber 6 of the Mobility Gels co-op course · 2.6% of players
Hard~Multiple attempts
Never lose a cube in Chamber 6 of the Mobility Gels co-op course.

Mobility Gels (DLC course) Chamber 6 has multiple cubes flying through orange and blue gel surfaces. Lose none. Restart on any cube loss.

Strategy: communicate every gel-bounce; redirect cubes only when you've confirmed the destination. The puzzle has multiple solution paths — find the lowest-risk one.

Still Alive
Complete Course 4 with neither you nor your co-op partner dying · 2.4% of players
Hard~Single careful run of Course 4
Complete Course 4 (Excursion Funnels) without either player dying.

No deaths from either player across the entire 8-chamber course. Funnel chambers have many goo-pit deaths; communicate every move.

Best strategy: agree to pause and discuss before any risky portal placement. Slow play wins this — speed kills players.