Portal 2
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100% Achievement Guide: Portal 2
Készítők: Cynic 0055 és 1 közreműködő
This is a comprehensive 100% Achievement guide detailing a step-by-step walkthrough to take you from 0 all the way to 100%. If you are looking for a particular Achievement or Collectible, use Ctrl+F & type it into the search bar for more direct help.

I run support & debug help on all my guides. If you have any questions, problems, or find errors in the guide itself, do not hesitate to leave me a comment & I will get back to you as soon as I am able to. Happy Hunting!
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Introduction:

Achievement Breakdown: (29)
Story Related: (14)
Secondary Objectives: (13)
Collectibles: (1)
Miscellaneous: (1)


There are going to be two parts to our Portal 2 100%: the Main Campaign, & the Coop Campaign. For the Main Campaign, we can unlock all of the associated Achievements in a single playthrough or mopping up some of the more specific Achievements in the Challenge Mode Maps if needed. For the Coop Campaign, we need to complete one full playthrough as well with another Player Online; Local Splitscreen technically is also an option as well.

There are two Achievements that may cause a bit more issues due to needing to play with more than one Player Online. For the Professor Portal Achievement, you need to re-beat the Coop Tutorial with a Player who has never started the Coop Campaign after you have fully beaten the entire thing once yourself. Then for the Friends List With Benefits Achievement, you need to perform the Hug Emote on three different Players who are on your Friends List; they obviously also need to own Portal 2. Keep these in mind as you play, if you have Friends but they do not own the game, do not worry; Portal 2 quite frequently goes on sale for under $3 during Summer or Winter sales. I specifically bought copies of the game for my Steam Friends just so I could hug them… that sounds really sad…

For those interested, here is an organized list of all the Achievements/Secret Achievements. This is how I derive my Achievement Breakdowns & the first reference I create before I begin my 100% journeys.
https://steamcommunity.com/sharedfiles/filedetails/?id=2936057260

*Guide contains major spoilers.
Sequence 1: Involuntary Participant
1. Chapter 1 – Test Chambers: N/A
2. Chapter 2 – Test Chambers: 1, 6, 7
3. Achievements: 7/51
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Chapter 1 – The Courtesy Call:


Achievement #1 – Wake Up Call: Survive the manual override.
Story Related. Complete the mandatory fitness test & escape your containment room with Wheatley’s help to unlock the Achievement.


Achievement #2 – You Monster: Reunite with GLaDOS.
Story Related. Complete the Tutorial Test Chambers with Wheatley & reunite with GLaDOS in her iconic boss room to begin the glorious testing… all over again.

Chapter 2 – The Cold Boot:

Test Chamber 1:


Achievement #3 – Undiscovered: Complete the first Thermal Discouragement Beam test.
Story Related. Simply redirect the Thermal Discouragement Beam into the Generator to power up the elevator & walk through the Exit Doors to unlock the Achievement.

Test Chamber 6:
When we enter into Test Chamber 6 (it is marked, do not worry) make your way across the Aerial Faith Plates & reach the Button. Do not press the Button yet & make a Hard Save! There are three specific Achievements we need to unlock here so in case you mess up, we can reload our Save & try again before we pushed the Button.

These Achievements can also be unlocked in Challenge Mode on The Cold Boot Map – Trust Fling.


Achievement #4 – Pturretdactyl: Use an Aerial Faith Plate to launch a Turret.
At the Button in Test Chamber 6, keep our Portals where they were to get here & when we press it for the first time, a bunch of miscellaneous objects will come out out of the Cube Dispenser. Of these items will be a broken Turret & a Radio; it is imperative that these do not fall into the water! We can intercept them in the air or let them land on the ledge below us; if we are lucky they will stay, if not they will fall into the water & we will have to try again. You can make a separate Save if you like if both Radio & Turret are safe…

We will start with our Turret Achievement first. Using Portals, we need to get the Turret back to where we first entered the Test Chamber. Place the Turret on the Aerial Faith Plate & launch it into the air to unlock this Achievement.


Achievement #5 – Final Transmission: Find the hidden signal in one of the Rat Man's dens.
Now return back to where we were & collect the Radio. For this Achievement, we need to get this Radio into a secret room inside this Test Chamber that is located near the far wall across from where the Button is. Take the Radio back to where we entered the Test Chamber & place your two Portals as indicated by the Screenshot below.



Now pick up the Radio & step on the Aerial Faith Plate to launch yourself over & through your Portals to enter the secret room. There is the potential to lose the Radio along the way; try going backwards over the Plates & through the Portals to avoid banging it off walls. Once inside the secret room, walk towards the desk at the back of the room & the Radio will go haywire, unlocking the Achievement.


Achievement #6 – Drop Box: Place a Cube on a button without touching the Cube.
With the first two Achievements in this Test Chamber completed, return to the Button. Pressing the Button a second time will drop a Cube down. Before we do this, place a Portal above where the Pressure Plate is located off our left & a second Portal on the first of the slanted wall pieces where the Cube would strike first. Instead of getting launched onto the next Aerial Faith Plate, it will get dropped straight onto the Pressure Plate instead, unlocking the Achievement.

Test Chamber 7:
Once again, make a Hard Save at the beginning of this Test Chamber; this Achievement can alternatively be unlocked during Challenge Mode Map The Cold Boot – Pit Flings.


Achievement #7 – Preservation of Mass: Break the rules in Test Chamber 07.
For this Achievement, we need to carry the Companion Cube with us all the way to the Exit Doors of the Test Chamber (it will be the third Companion Cube, not the first two that break). Use the Cube to get us up to the Exit Doors & you will notice that there are no Emancipation Grills barring it. Step through the doors & place a Portal inside them anywhere in the hallway, then place a Portal back in the Test Chamber where we can grab the Companion Cube & pass it through. The Achievement will unlock as soon as the Cube is past the Exit Doors.

Carry on into Chapter 3 – Now Return…
Sequence 2: The Tables Have Tabled
1. Chapter 3 – Test Chambers: 10, 11
2. Chapter 4 – Test Chamber: 21
3. Chapter 5, Chapter 6
4. Achievements: 16/51
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Chapter 3 – No Return:

Test Chamber 10:


Achievement #8 – Overclocker: Complete Test Chamber 10 in 70 seconds.
Pay close attention after completing Test Chamber 9; as soon as we arrive in Test Chamber 10, make a Save before the elevator doors open in case we mess up!

Complete a trial run of this Test Chamber to figure out what to do & where to go, then reload your Save & repeat the Test Chamber until you can complete it in under 70 seconds. The timer begins as soon as we enter the Test Chamber & ends the moment the Cube lands on the Pressure Plate at the end.

If you need a visual reference for this Achievement, Achievement Hunter did a great video guide that will help you out a lot; we have ~5 seconds of error time.
https://youtu.be/JR6bjZtsYSE
We can alternatively unlock this Achievement on the Challenge Mode Map No Return – Ricochet.

Test Chamber 11:


Achievement #9 – Bridge Over Troubling Water: Complete the first Hard Light Bridge test.
Story Related. Complete Test Chamber 11 introducing us to Hard Light Bridges to unlock the Achievement.

Chapter 4 – Surprise:

Test Chamber 21:


Achievement #10 – SaBOTour: Make a break for it.
Story Related. Shortly after we enter Test Chamber 21, Wheatley will come & break us out of it. Sprint after him & leave the Chamber to unlock the Achievement.


Achievement #11 – Good Listener: Take GLaDOS' escape advice.
Missable. As we chase after Wheatley, GLaDOS will open up the final Test Chamber for us & a Hard Light Bridge that leads to it. Make a Hard Save before entering; following her advice will kill us! Instead of following Wheatley, just walk across the Bridge & enter into the Test Chamber to unlock the Achievement. It is obvious when this happens, but missable if you decide to ignore the Test Chamber & head down the opposite path on the Hard Light Bridge.


Chapter 5 – The Escape:


Achievement #12 – No Hard Feelings: Save a Turret from redemption.
Missable. Navigate through the Aperture inner-workings with Wheatley until you reach the Turret Production Facility (there will be a Loading Screen). When we arrive, we will be in a control room with an Emancipation Grid that leads us to a conveyor belt room. Make a Save here!

Place a Portal inside the control room, then a second Portal above the conveyor belt to get on top of it. Quickly run down the conveyor belt towards the incinerator, then jump onto some vent ducts to your right. Jump across them up onto a second conveyor belt & run on the spot near the incinerator up here. After a short amount of time, you will see one of the broken Turrets is still partially functional as shown by a flickering red laser sight who will cry out “I’m different!”. Run up to it, & pick it up to unlock the Achievement.

If the Turret never appears or you were not fast enough, it will have been incinerated & you will need to reload a previous Save to grab it.


Achievement #13 – Scanned Alone: Stand in a defective Turret detector.
Missable. Carry on down the conveyor belts until you link back up with Wheatley at the Turret Control Center. Here we will see the Turret Template & a Quality Control Machine scanning it to test produced Turrets. As part of the story, we will need to remove the Turret Template after Wheatley expertly hacks the door open. Remove the Turret Template, but stand in its place after doing so & get scanned by the Quality Control Machine to unlock the Achievement.


Achievement #14 – Stalemate Associate: Press the button!
Story Related. Accompany Wheatley back to GLaDOS’s chamber & become a Stalemate Associate to assist in the transfer of power. The Achievement will unlock after GLaDOS has been decommissioned.

Chapter 6 – The Fall:
Throughout this Chapter, we will have to keep our eyes out for 6 special Test Chamber doors we will have to investigate for the Door Prize Achievement.

Vitrified Test Chamber Doors #1-3: Navigate through the bowels of Aperture’s sub-terrain & open up the vault… that could potentially have unwitting apocalypse survivors inside it in blue jumpsuits. There aren’t any. Enter into the flooded cavernous room that follows, & make your way over to the large elevator tower through a few other rooms. Take the elevator to the very top & exit it; turn around to look at it then look out to the cave wall off our right to see some walls we can Portal to higher up with three doors set into it. Portal over, & inspect each of the three Vitrified Doors; inspecting each of the doors will give us a message from Cave Johnson which is how you know if you have done it or not.


Achievement #15 – Vertically Unchallenged: Master the Repulsion Gel.
Story Related. Navigate through the bowels of Aperture’s sub-terrain & complete the first few rooms introducing us to the blue Repulsion Gel; get across a large gap that takes us to an elevator leading upwards to unlock the Achievement.


Achievement #16 – Schrodinger’s Catch: Catch a blue-painted box before it touches the ground.
A little ways after taking the elevator up & launching ourselves up to a higher room using the Repulsion Gel, we will enter into a large room that will seal behind us. This room will have lots of white Portal walls, Repulsion Gel, Water, & a glass box in the center of it with a Cube. We need to break the Cube out of the glass box, but it cannot touch the floor; we must catch it. Make a Save before doing anything in this room in case you mess up!

First, place a Portal underneath the glass box then a second Portal under the Repulsion Gel. Once the Cube touches the Repulsion Gel, it will begin aggressively bounce around & shatter the glass. Immediately after it shatters a pane or two, switch your Repulsion Gel Portal under the Water so that it washes off the Cube & it stops bouncing. If you are too slow, the Cube will fly out of the glass box & touch the walls/floor, voiding the Achievement & you will have to restart. If you calmed down the Cube & have some glass broken, bounce off some Repulsion Gel on the floor in through the glass box & pick up the Cube will still inside it to unlock the Achievement.

Alternatively, we can unlock this Achievement during the Challenge Mode Map The Fall – Crazy Box.
Sequence 3: Combustable Lemons
1. Chapter 6
2. Chapter 7
3. Achievements: 22/51
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Chapter 6 – The Fall:

Vitrified Test Chamber Doors #4-6: After we flip the switches turning on the flow of the orange Propulsion Gel & some more blue Repulsion Gel, we will exit out into a large area that has the master Control Room in it. Look directly above it to see another office building hanging over top of it. Portal up to it, & enter inside the office. From where we enter, head to the far left corner behind one of the consoles & we can find a secret sliding door. Head down the passage & we can find our final three Vitrified Doors to interact with.


Achievement #17 – Door Prize: Examine all 6 Vitrified Test Chamber doors.
If you interacted with the three Vitrified Test Chamber doors near the beginning of this Chapter, then we will unlock this Achievement after interacting with the final three here near the end.


Achievement #18 – Ship Overboard: Discover the missing experiment.
After interacting with the final Vitrified Door, look to your right to see a different Test Chamber door in this secret hallway that is busted off its hinges. Enter inside the room & walk down the metal walkway towards the orange life-preserver reading Borealis… … is this a Half Life 2 reference, or was Half Life 2 referencing Portal?


Achievement #19 – Tater Tote: Carry science forward.
Story Related. Enter into the Control Room within the bowels of Aperture to be reunited once again with our best friend & new favourite kind of potato.

Chapter 7 – The Reunion:


Achievement #20 – Portrait of a Lady: Find a hidden portrait.
Complete the first section of the room where we are introduced to the Propulsion Gel & pass through the Emancipation Grid. Before passing through a second one on the metal walkway we exited on, look to your left to see a barred metal gate. Beyond it, we can see a white tile wall we can place a Portal on to. Do so, & pass over to it where we can enter a secret office room. Look at the painting of Cave Johnson & Caroline to unlock the Achievement… & trigger some déjà vu for a potato…


Achievement #21 – Stranger Than Friction: Master the Propulsion Gel.
Story Related. Navigate through two more rooms using the Propulsion Gel & our Achievement will unlock after completing the long flying jump to the elevator.


Achievement #22 – White Out: Complete the first Conversion Gel test.
Story Related. Complete the final, extremely messy Conversion Gel test & paint the entire asbestos Test Chamber in some sticky white goo… for science?
Sequence 4: Wheatley Laboratories
1. Chapter 8 – Test Chambers: 1, 2, 3, 4, 5, 6, 11, 12, 15
2. Achievements: 25/51
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Chapter 8 – The Itch:

Test Chamber 1:


Achievement #23 – You Made Your Point: Refuse to solve the first test in Chapter 8.
When we arrive back into Aperture again, we will enter a Test Chamber that is full of Turret-Cubes & a Pressure Plate. Place one of them on the Pressure Plate to continue.

When we take the lift up, we will enter into Test Chamber 1; it will also have TEST in bright lights on the wall. Exit the lift, & DO NOTHING. Wheatley will begin speaking to us; do not push the Button & do not cross over to the opposite side of the Test Chamber. Wait. Wait for around 30 seconds & Wheatley will continue to get frustrated, unlocking our Achievement.


Achievement #24 – Dual Pit Experiment: Do the same test twice.
Story Related. After completing that pretty difficult previous test, Wheatley will force us to go through it again. Rebeat it, & we will unlock the Achievement.

Test Chamber 1 (Actual 1):
As we progress through these next Test Chambers, keep your eyes open for Wheatley’s Monitors; we need to destroy all 11 of them to unlock the Smash TV Achievement. Make a point of Saving after each one is destroyed so you know the progress is tracked; missing a Monitor accidentally will result in having to replay this entire Chapter! Dying also undoes their destruction if your Save/Autosave came before doing so.

Test Chamber Monitor #1: We can see Wheatley’s Monitor as soon as we enter the main room of the Test Chamber. To destroy it, head over to the white tiles directly across from the Monitor & redirect the Excursion Funnel so it can lift us up to the ceiling. From here, fire a second Portal into the wall in front of us & we will fall down into our first one below us which will launch us across the room into the Monitor. If done right & you hit the Monitor directly, it will break.

Test Chamber 2:

Test Chamber Monitor #2: The next Monitor can be found at the far right end of the Test Chamber. To break it, get up to where the Button is & we can see some tile down below us we can put a Portal on; place a second one on the tile across from the Monitor. If we try to break ourselves, we will die. Instead, push the Button & guide a Turret-Cube over to us & drop it through our Portals into the Monitor to break it.

Test Chamber 3:

Test Chamber Monitor #3: The Monitor for this Test Chamber is found right beside the exit doors. This one is super easy to smash; put a Portal on the far wall directly across from it & another on the floor underneath it. Step through the Portal, fall down through it again, & we will be launched into the Monitor.

Test Chamber 4:

Test Chamber Monitor #4: The Monitor will be off our right when we enter the Test Chamber. To break this one, we need to quickly sneak behind the nearby Turret, without destroying it, & pick it up. With the Turret, simply place it in view of the Monitor, & it will shoot/break it for us.

Test Chamber 5:

Test Chamber Monitor #5: The first of two Monitors found in this Test Chamber will be close to where we start off our right. Get over to the far side of the room where the Button is & catch a Turret-Cube in a redirected Excursion Funnel in the center of the room. Then switch the Portal redirecting the Funnel to the tile wall across from the Monitor so the Turret-Cube falls down/gets launched through the Portals to smash it. All we need to do is drop the Portal that is redirecting the Funnel one tile down for the perfect shot.

Test Chamber Monitor #6: With that one destroyed, turn around & we can see the second Monitor turn on just beside the Exit Doors. Catch another Turret-Cube in our centered Excursion Funnel & then place our “launching” Portal on the angled wall across from the Exit Doors. Drop the Turret-Cube & launch it into the Monitor to break it as well.

Test Chamber 6:

Test Chamber Monitor #7: We can find the next Monitor directly across from us where we enter the Test Chamber. Easiest one yet; just step onto the nearby Aerial Faith Plate off our right…

Test Chamber 11 (Don’t Freak Out… Wheatley Can’t Count):

Test Chamber Monitor #8: The Monitor in this Test Chamber will be directly above the Laser Beam. After using the Turret-Cube to block power to the Excursion Funnel, collect the Redirection Cube. Use the Cube to shoot the Laser Beam into a tile wall then use our Portals to guide the Beam into the Monitor to break it.

Test Chamber 12:

Test Chamber Monitor #9: The next Monitor can be found ahead of us, past the Exit Doors off our left. Use the moving platform to carefully collect the Redirection Cube & bring it back to the side of the room we started on. With the Cube, simply stand underneath the Laser Beam & angle it into the Monitor to destroy it.

Test Chamber 15:

Test Chamber Monitor #10: Fast tracked to Test Chamber 15, we can find our second last Monitor directly ahead of where we enter from. First, we have to collect the Turret-Cube using the Excursion Funnel. Then, place the Turret-Cube on a floor tile & place the Excursion Funnel underneath it so the Cube is lifted to the ceiling. Place a our second Portal on the tile wall across from the Monitor, & the Cube will fall/launch through our Portals into it.


Achievement #25 – Tunnel of Funnel: Master the Excursion Funnel.
Story Related. Complete Wheatley’s Test Chamber 15 to unlock this Achievement.
Sequence 5: Cara Mia
1. Chapter 8 – Test Chambers: 16
2. Chapter 9
3. Achievements: 29/51
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Chapter 8 – The Itch:

Test Chamber 16:

Test Chamber Monitor #11: Our final Monitor can be found directly across from where we enter the Test Chamber. To destroy this Monitor, we need to use one of the three Turrets… only we cannot get to them without being killed ourselves. This is a complicated one… to safely get one Turret, we need to take out the other two using Repulsion Gel carried by the Excursion Funnel. The Pressure Plate nearby is essential as it is what will alter the direction of the Funnel.

To start, get over to where the Button controlling the Repulsion Gel is. Use our Portals to direct the Excursion Funnel underneath the Gel pipe, then cut off the Funnel so the Repulsion Gel splashes onto the grey tiles right beside us. We need to do this so we can leap up into the Excursion Funnel to get back over to the starting point.

With this done, set up the Funnel again, push the Button & then immediately leap up into the Funnel to get ahead of the Gel. As soon as we get over the starting point, drop down & run to the Pressure Plate to change the direction before the Gel splashes against the far wall. With this done, wait for the Gel to pass through the Portals & begin making its way over to the Excursion Funnel generator. Do not let it touch it though! Before this happens, quickly place a new Portal on one of the wall tiles out where the Turrets are so the Funnel is set just above them & step off the Pressure Plate so the Gel switches directions.

Make a Save in case we mess up! Wait for the Repulsion Gel to make its way over to the Turrets & quickly cut off the Portal so it falls down. You need to time it so only the first two Turrets get taken out. If all three do, or the last one does, reload your Save & try again. It is important that the last Turret (from left to right) is kept alive as it is angled away from where we will be approaching it from above. Once only that Turret is left, make a new Save!

Now for another tricky part; getting that Turret. We need to get into the Excursion Funnel now. To do this, place a Portal on the ground & stand over it. Then carefully shoot a Portal in one of the two tiles the Excursion Funnel is hitting. If done right, our Portal will not be centered & the Excursion Funnel won’t pass through our Portals. Pass through the one we made in the floor & we will be stuck in mid air between the two, on the Funnel’s side. When you pull this off, make a Save.

The next step will be redirecting the Funnel over top of the Turret, with us inside it. Shoot your Portal on the tile wall that is to the far right of the Turret; if you chose the right Turret, it will be angled away from us & we can safely fly over it. Any other Turret will become hostile & kill us making this impossible. Drop out of the Funnel, being careful not to land on the Turret or the mess we made with the Gel, & quickly grab it. If it is still alive (& so are you) walk the Turret over & place it in front of the Monitor to be destroyed.


Achievement #26 – Smash TV: Break all 11 Test Chamber Monitors.
If you were successful in destroying all 11 of Wheatley’s Monitors, we will unlock this Achievement after

Chapter 9:


Achievement #27 – The Part Where He Kills You: This is that part.
Story Related. Self explanitory & we will unlock this as soon as the Chapter begins… or as Admiral Ackbarr would say IT’S A TRAP!


Achievement #28 – Pit Boss: Show that pit who's boss.
Right after we fall into Wheatley’s Trap, we can see some white Conversion Gel dripping onto a slanted wall off our left. Redirect it so the Gel splashes onto our platform, then use it to escape. Run down the walkway a little bit until Wheatley calls us back. Turn around, & walk back down the walkway to where we Portaled from & he will relieved saying “Oh! You came back!”.

He will then wonder what to do next & ask us if we could just jump into the pit ourselves to kill us. Make a Save, for obvious reasons, & do just that to unlock the Achievement. Jumping into the pit before he asks us to will not unlock the Achievement…


Achievement #29 – Lunacy: That just happened.
Story Related. Defeat the final boss & return to Aperture from space to beat the Campaign & unlock the Achievement. I looove the Turret opera sequence…

57% Complete
Sequence 6: Coop Testing Initiative
1. Calibration Course
2. Team Building Course – Test Chambers: 1, 4, 6
3. Mass & Velocity Course – Test Chambers: 1, 2, 5, 8
4. Cameras Taunted: 2/5
5. Gestures: 6/8
6. Achievements: 36/51
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Achievement Breakdown: (22)
Story Related: (6)
Secondary Objectives: (9)
Miscellaneous: (7)


As we play through the Coop Campaign, be sure to Taunt at least one Security Camera in each of the five Courses using any Gesture for the Asking For Trouble Achievement. Be sure to also use every Gesture we unlock over the Campaign at least once to receive the Gesticul-8 Achievement.

If you need a Partner for completing the Coop Campaign, feel free to ask for or offer your assistance in the Comments Section at the bottom of the guide.

Calibration Course:

Gesture #1 – Small Wave: This is our starting Gesture; perform it when prompted in the starter tube.

Gesture #2 – High Five: We will unlock this Gesture at the end of the Calibration Course; High Five your Partner!


Achievement #30 – High Five: Celebrate your Cooperative calibration success.
Story Related. Complete the Calibration Course with your Partner & perform the High Five Gesture together!

Team Building Course:

Test Chamber 1:

Camera Taunt #1: Taunt any Camera in any of the Test Chambers during this Course; to be safe, Taunt as many Cameras as you come across…

Test Chamber 4:

Gesture #3 – Rock Paper Scissors: Unlocked after completing Test Chamber 4.


Achievement #31 – Rock Portal Scissors: Win 3 Coop games of rock-paper-scissors in a row.
With Rock Paper Scissors unlocked, simply communicate with your Partner which option you are going to pick: left on the D-Pad throws Rock, down on the D-Pad Throws Paper, & right on the D-Pad throws Scissors.

Even though you are supposedly able to pick what you throw… it is a little hard to figure out & feels somewhat luck based. Keep playing until you both unlock the Achievement.

Test Chamber 6:


Achievement #32 – Team Building: Complete all 6 Test Chambers in the Team Building Coop Course.
Story Related. Complete all 6 Test Chambers in the Team Building Course with your Partner & insert the CD into the drive for GlaDos to unlock the Achievement.

Gesture #4 – Laugh: Complete the Team Building Course; perform it when we are back in the Main Hub.

Mass & Velocity Course:

Test Chamber 1:


Achievement #33 – Narbacular Drop: Place a Portal under your Coop Partner while they are Gesturing.
When we first enter Test Chamber 1, we can see a white tile we can shoot a Portal onto on the floor. Get your Partner to stand on it & do a Gesture while you place a Portal on the wall above & one underneath. If you do this while they are mid Gesture, they will be moved & our Achievement will unlock.

Camera Taunt #2: Taunt any Camera in any of the Test Chambers in this course.

Test Chamber 2:


Achievement #34 – Air Show: Perform 2 Aerial Gestures before touching the ground in Coop.
When we enter this Test Chamber, we can find two white tiles in the far right corner that are stacked one above the other with a Disabling Beam in between them. Get your Partner to place their Portals on each of the tiles & you jump through them so you perpetually fall through the air. While you do this, just perform two Aerial Gestures by pressing the any buttons on the D-Pad to unlock the Achievement.

Test Chamber 5:

Gesture #5 – Robot Dance: Complete Test Chamber 5 to unlock the Gesture; be sure to perform it again.

Test Chamber 8:


Achievement #35 – Four Ring Circus: Enter 4 different Portals without touching the ground in Coop.
From where we land in Test Chamber 8, head over down some nearby stairs off our right to the lowest level we can access. Down at the bottom here is a large stretch of floor tile we can fit all four of our Portals on. Place yours & your Partner’s Portals in a grid of four next to each other & jump into your own set of Portals. After you have bounced in & out of both of your Portals, get your Partner to shoot one of their own Portals just underneath you as you fall. You will then bounce in & out of their two Portals & unlock the Achievement.


Achievement #36 – Confidence Building: Complete all 8 Test Chambers in the Mass & Velocity Coop Course.
Story Related. Complete all 8 Test Chambers in the Team Building Course with your Partner & insert the CD into the drive for GlaDOS to unlock the Achievement.

Gesture #6 – Team Tease: Complete all 8 of the Test Chambers in Mass & Velocity to unlock the Gesture; be sure to perform it with your Partner after unlocking it.
Sequence 7: Greatest Testing Subjects
1. Hard Light Surfaces Course – Test Chambers: 1, 6, 8
2. Excursion Funnels Course – Test Chambers: 4, 9
3. Mobility Gels Course – Test Chambers: 1, 6
4. Cameras Taunted: 5/5
5. Gestures: 8/8
6. Achievements: 44/51
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Hard Light Surfaces Course:

Test Chamber 1:


Achievement #37 – Empty Gesture: Drop your Coop partner in goo while they are Gesturing by removing the bridge under them.
As soon as we enter Test Chamber 1, we will see a Hard Light Bridge off our left. Use a Portal to extend the bridge over the nearby “goo” water & have your Partner walk out onto it. When they perform a Gesture, move your Portal to cut out the bridge & they will fall into the goo… & die. How rude…

Camera Taunt #3: Taunt any Camera in any of the Test Chambers in this course.

Test Chamber 6:


Achievement #38 – Can’t Touch This: Dance in front of a Turret blocked by a Hard Light Bridge in Coop.
This can be done as soon as we enter the Test Chamber. Simply approach the pre-exisiting Hard Light Bridge & do the Robot Dance Gesture to unlock the Achievement. Simple as that, you do not even have to move it.

Test Chamber 8:

Gesture #7 – Team Hug: Complete Test Chamber 8 to unlock this Gesture; be sure to perform it after unlocking it.

This also becomes our first of three Hugs we need to complete for the Friends List With Benefits Achievement.

The trick to beating the final portion of Test Chamber 8 is you & your Partner need to collide in the air above the exit, it will take some timing…


Achievement #39 – Bridge Building: Complete all 8 Test Chambers in the Hard-Light Surfaces Coop course
Story Related. Complete all 8 Test Chambers in the Hard-Light Surfaces Course with your Partner & insert the CD into the drive for GlaDOS to unlock the Achievement.

Excursion Funnels:
For this Course, you & your Partner need to beat the entire thing without dying once for the Still Alive Achievement. There is not much sense attempting that now, but keep it in mind as you play through the Course & how you may accomplish that.

Camera Taunt #4: Taunt any Camera in any of the Test Chambers in this course.

Test Chamber 4:

Gesture #8 – Trick Fire: Complete Test Chamber 4 to unlock this Gesture; be sure to perform it after unlocking it.


Achievement #40 – Gesticul-8: Perform all 8 Gestures of your own volition in Coop.
As of now we will have all 8 Gestures unlocked; if the Achievement does not automatically unlock, cycle through them all until it does.

Test Chamber 9:


Achievement #41 – Party of Three: Find the hidden Companion Cube in Coop Test Chamber.
Make your way to the third half of Test Chamber 9. Reach the end of the Chamber with one Player using the Hard Light Bridges to knock off the Turrets & the other person using the Excursion Funnels. As you near the office room at the very end where our CD will be, place an Excursion Funnel onto the wall across from you so that it sends you down the tunnel to the right/past the office room. As you travel down the dark tunnel, you will pass by a window with a Companion Cube inside it which will unlock the Achievement; you will unfortunately die at the end. You only need to observe the Cube, no other action is required.


Achievement #42 – Obstacle Building: Complete all 9 Test Chambers in the Excursion Funnels Coop Course
Story Related. Complete all 9 Test Chambers in the Excursion Funnels Course with your Partner & insert the CD into the drive for GlaDOS to unlock the Achievement.

Mobility Gels Course:

Test Chamber 1:

Camera Taunt #5: Taunt any Camera in any of the Test Chambers in this Course.


Achievement #43 – Asking For Trouble: Taunt GLaDOS in front of a Camera in each of the five Coop Courses.
If you used a Gesture in front of any Camera in all five of the Coop Courses, we will unlock this Achievement after the final Gesture in Test Chamber 1.

Test Chamber 6:


Achievement #44 – You Saved Science: Complete all Test Chambers in all 5 Courses of Coop.
Story Related. We will unlock this Achievement after completing every single test Chamber of all five Coop Courses.

The bonus Advanced Challenges or Art Therapy Course do not count.
Sequence 8: Making Mr. Johnson Proud
1. Calibration Course
2. Mass & Velocity Course – Test Chambers: 2, 3, 4, 6
3. Hard Light Surfaces Course – Test Chambers: 3
4. Excursion Funnels Course – Test Chambers: 1-9
5. Achievements: 51/51
-----------------------------------------------------------------------------------------------------

Now is time for our mop up of the more difficult Coop Achievements. With all Courses previously beaten, we can now use Test Chamber select & load up specific ones.

Mass & Velocity Course:

Test Chambers 2, 3, &4:


Achievement #45 – Triple Crown: Solve 3 Coop Chambers in the Mass & Velocity Course in under 60 seconds each.
To start, we will begin in the Mass & Velocity Course. The easiest Test Chambers to beat in under 60 seconds is Test Chambers 2-4. Do a quick run through of them again to get a feel for them, then playthrough them again; it is cumulative so if you beat one under 60 seconds but fail another, you only need to replay the one you failed.

The “timer” for each Test Chamber will end as soon as the Exit Doors have been opened. You will probably want to run a stopwatch or timer on your phone so you know how fast you are.

Test Chamber 6:


Achievement #46 – Iron Grip: Never lose a cube in Chamber 6 of the Mass & Velocity Coop Course.
For this Achievement, we cannot let the Cube hit the water below once we drop it from the Cube Dispenser. Pass through the first section of the Test Chamber & get into the second area. Before dropping the Cube, practice jumping around on the Aerial Faith Plates to get the tactic down. For the “Cube grabbing Player”, when they step on the Plate the “Button pushing Player” needs to push the Button after they are halfway through the air before landing on the next Faith Plate.
For a reference, here is a good video by Cooperation Conundrum; skip to 1:18 to see the part you need to master.
https://youtu.be/TFs5HlEg3AA

Hard Light Surfaces Course:

Test Chamber 3:


Achievement #47 – Portal Conservation Society: Complete Chamber 3 in the Hard Light Surfaces Coop Course using only 5 total Portal placements.
This counts across both Players; only 5 Portals can be used total to complete this Test Chamber. The first part of the Test Chamber must be done in 3 Portals; the final 2 must be saved for the second part of the Test Chamber.

For reference, here is a good video that I used by Ben Pierce. It is pretty tricky pulling off the Hard Light Bridge bounce to the Exit Door. Watch exactly where they place their Portal & practice it & the bounce a few times. Definitely do some trial runs of this Test Chamber.
https://youtu.be/paSr7in9L0Y

Mobility Gels Course:

Test Chamber 6:


Achievement #49 – Talent Show: Never lose a Cube in Chamber 6 of the Mobility Gels Coop course.
This is another tricky Achievement that will require some good timing. Once again, there will be a “Button Pusher” & a “Cube Catcher”. Whoever catches the Cube will also need to redirect the horizontal laser at the nearby Turrets so you can get across safely. The “Button Pusher” will need to work quickly to place Portals under the Cube Catcher before they accidentally get launched into the water.

For reference, here is a good video I used by Cooperation Conundrum.
https://youtu.be/SEab5MuIxj4

Excursion Funnels Course:


Achievement #48 – Still Alive: Complete Course 4 with neither you nor your Coop partner dying.
This has to be done in one sitting; if one of you dies, you must restart the entire Course over again. I recommend doing a trial run of the Course just to figure out all the Test Chambers, then play it again flawlessly once you know the gimmicks.

The Test Chambers are not too bad; Test Chamber 8 just requires some good timing & good communication between you & your Partner. Test Chamber 9 is more stressful than it actually is once you get the hang of it.

Calibration Course:


Achievement #50 – Professor Portal: After completing Coop, complete Calibration Course online with a Friend who hasn’t played before.
Story Related. After having already beaten this Course once, play it again with a different Friend who has not to unlock this Achievement or began the Coop Campaign in Portal 2.

Hard Light Surfaces Course:


Achievement #51 – Friends List With Benefits: While playing Coop, hug 3 different people on your Friends List.
For this final Achievement, you need to not only have three Friends with Portal 2 but also have them completed collected the Hug Gesture from the Hard Light Surfaces Course. By now, you may have Hugged two Players & will only need to track down a third for this Achievement.

After Hugging three separate Friends, we will unlock the Achievement.
Conclusion:
Portal 2 builds off everything that was great about the first game & just cranks it up to eleven. The humor is probably some of the best you will find in gaming. While there were some hair pulling Achievements in Portal 1, Portal 2 is a lot tamer, with the bulk of the most difficult Achievements actually being in the Cooperative Campaign. 100% took me only 23 hours & that is including all my time spent idling the game while writing my guide.

Jolly Cooperation:
If you need a partner for some jolly cooperation & Achievement boosting, feel free to ask for or offer your assistance in the comments section below. All I ask is that if you no longer need help or no longer wish to give it, delete your comment so that the section isn’t cluttered, or people do not try to contact you in vain.

If this guide helped you achieve 100%, rate the guide or let me know in the comments. Helps me know if I am doing things right!



100% Complete
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60 megjegyzés
Be3fJerky 9 órája 
I need someone to do Professor Portal with
Anasileitor8855 máj. 19., 8:58 
If someone need help for co-op achievments, i could help
Anasileitor8855 máj. 19., 8:56 
@Atlas Icould help you bro
AlinaBlueSky_ ápr. 15., 4:21 
could anyone help me with the never played before achievements?
Atlas febr. 17., 12:40 
Coop anyone?
selestarfox_04 febr. 4., 0:35 
need someone to help with professor portal
Fiddle Riddle jan. 26., 20:50 
Looking for a co-op partner. Let me know if you're interested.
elbasti221 2024. dec. 14., 13:11 
looking for a partner to play coop
im at 30/51 which means i only have 1 coop achivement so HELP PLS
elbasti221 2024. dec. 5., 15:46 
looking for a co-op partner
StarrySpook 2024. dec. 4., 17:55 
Anyone looking 4 a co-op partner looking to get all achivements possible? I had this game on xbox and still play with controller and want to 100% complete the game :)