Portal 2
Achievement guide · roadmap · tracker
Valve's 2011 sequel and one of the finest puzzle games ever made - sharper writing, a much bigger toybox (gels, funnels, hard-light bridges, lasers) and Stephen Merchant voicing Wheatley. There are two separate campaigns here: a meaty single-player story and a standalone two-player co-op campaign, each with its own set of achievements.
This is not a hard 100%. Most of it just falls out of playing both campaigns, and nothing is permanently missable - chapter/level select lets you go back and mop up any collectible or one-off afterwards. Reckon 15-20 hours for the lot. The real gates here aren't skill, they're logistics: the co-op campaign needs a partner, and a few achievements need actual other people.
The ones to line up in advance:
Professor Portal - you have to play the co-op Calibration course online with a friend who has never played Portal 2 co-op before. Sort this early with someone before they touch co-op, otherwise it gets fiddly to arrange later.
Friends List With Benefits - hug 3 different people on your friends list during co-op. Needs three willing friends who own the game.
Rock Portal Scissors - win three co-op rock-paper-scissors gestures in a row. Pure luck unless you just agree the throws with your partner beforehand (which you should).
Asking for Trouble - taunt GLaDOS in front of a camera in all five co-op courses. Easy to forget one, so tick them off as you go.
Recommended order: play the single-player campaign start to finish for the story and its progression cheevos, grabbing collectibles as you pass them - the hidden portraits, the vitrified doors for Door Prize, the Rat Man dens for
Final Transmission, and smashing monitors toward
Smash TV. Then run the whole co-op campaign with a partner, agreeing the fiddly gesture/RPS ones in advance so you clear them in one sitting. Finish with any cleanup via chapter select, plus the one speed cheevo,
Overclocker (Test Chamber 10 in under 70 seconds), which only takes a couple of practice attempts.
No difficulty settings and no real grind. Every single-player achievement is solo; everything in the co-op campaign needs a second player (a second controller in split-screen works if you're short of friends, though the 'friend'-specific ones above obviously still need real people on your list). See each achievement's notes for the specifics.
Wake Up Call
CommonSurvive the manual override
Story-forced, in the finale. When Wheatley's reactor tips into meltdown and the manual override kicks in, survive it - which you do just by playing the ending out. See The Part Where He Kills You and
Lunacy for the other two endgame pops.
You Monster
CommonReunite with GLaDOS
Early story beat, unmissable. Pops in Chapter 2 when you plug GLaDOS's core back into her body and she wakes up and recognises you - the immortal "Oh... It's you." Just play on.
Undiscouraged
CommonComplete the first Thermal Discouragement Beam test
Story-forced. Pops the moment you finish the first Thermal Discouragement Beam (laser) test chamber in the early single-player chambers. You can't progress past it, so it's completely unmissable - just play on.
Bridge Over Troubling Water
CommonComplete the first Hard Light Bridge test
Story-forced. Unlocks when you complete the first Hard Light Bridge test chamber. Nothing to do but play through it.
SaBOTour
CommonMake a break for it
Story-forced. "Make a break for it" pops during the Chapter 6 sabotage, when the plan turns on you and you have to leg it out of the chamber. Just play the sequence through.
Stalemate Associate
CommonPress the button!
Story-forced. During the core-transfer sequence the announcer needs a "Stalemate Associate" to press the emergency button nobody's supposed to press. That's you - walk up and press it. Can't be missed.
High Five
CommonCelebrate your cooperative calibration success
In co-op Calibration, once you and your partner clear the intro course, GLaDOS prompts you both to celebrate - throw the high-five gesture at each other and time it so your hands actually meet. Coordinate the moment with your partner and it pops. First thing you'll do together in co-op.
Vertically Unchallenged
CommonMaster the Repulsion Gel
Story-forced. Complete the first Repulsion Gel test (the blue gel you bounce on) and it pops. Can't be missed on the way through.
Tater Tote
CommonCarry science forward
Story-forced. Pops in Chapter 7 when you pick up PotatOS - GLaDOS reduced to a potato battery - and carry her onward through old Aperture. Unmissable, carrying science (literally) forward.
Stranger Than Friction
CommonMaster the Propulsion Gel
Story-forced. Complete the first Propulsion Gel test (the orange speed gel) and it unlocks. Unmissable as you play through.
White Out
CommonComplete the first Conversion Gel test
Story-forced. Complete the first Conversion Gel test - the white gel that turns any surface portalable. Comes automatically as you play through old Aperture.
Dual Pit Experiment
CommonDo the same test twice
In Chapter 8, once Wheatley's running the place, he proudly shows off a test he designed himself - a stupidly simple one. Solve it, and he's so chuffed he asks you to do the exact same test again. Do it a second time and this pops - the same test twice.
Team Building
CommonComplete all test chambers in the Team Building co-op course
Clear every chamber in the first co-op course, Team Building. It's the opening course and there's no way to progress in co-op without finishing it, so just play through it with your partner.
Tunnel of Funnel
CommonMaster the Excursion Funnel
Story-forced. Complete the first Excursion Funnel test (the tractor-beam tube you ride) and it pops. Just part of playing through.
The Part Where He Kills You
CommonThis is that part
Story-forced. This is literally the part where he kills you - it pops during the final Wheatley boss fight, right as the chapter card bearing that name drops. Unmissable if you finish the game.
Lunacy
CommonThat just happened
The ending. "That just happened" pops as you finish Wheatley off - portalling to the surface of the Moon and letting the conversion gel and vacuum do the rest. This is the story-complete unlock: if you're here, you've beaten the single-player campaign.
Scanned Alone
CommonStand in a defective turret detector
Chapter 5, in the turret factory control room. Pull the master turret out of the template scanner (the one the factory copies every turret from) so the scanner reads empty, then step into the scanner yourself. You'll be sabotaging that template as part of the story anyway - just make sure it's you standing in the beam when it fires.
Confidence Building
CommonComplete all test chambers in the Mass and Velocity co-op course
Clear every chamber in the Mass and Velocity co-op course (Course 2). Story-forced co-op progression - just work through it with your partner. This is also the course where Iron Grip and
Triple Crown live, so consider knocking those out on the same run.
No Hard Feelings
CommonSave a turret from redemption
On the turret redemption line (also Chapter 5), one turret is flagged defective and sent off to be destroyed. Save it - grab it off the conveyor before it's crushed and set it aside. A small act of mercy, one pop.
Good Listener
UncommonTake GLaDOS' escape advice
Story-forced during the early escape. GLaDOS ushers you into a test chamber she's "helpfully solved for you already" - go in and complete it as she suggests. You can't progress without it, so it comes automatically. Taking her advice is the whole joke.
Drop Box
UncommonPlace a cube on a button without touching the cube
Land a cube on a button without ever picking it up yourself. The clean way: get the cube into an Excursion Funnel or drop it through a portal positioned directly above the button, so it falls straight onto it. Let physics do the placing - if you carry it there by hand, it doesn't count.
Air Show
UncommonPerform 2 aerial gestures before touching the ground in co-op
Perform 2 aerial gestures before you land, in co-op. Get airborne off a faith plate, a funnel or a big portal fling, then open the gesture wheel and fire off two taunts before your feet touch down. Any launch with a bit of hang time does it.
Bridge Building
UncommonComplete all test chambers in the Hard-Light Surfaces co-op course
Clear every chamber in the Hard-Light Surfaces co-op course (Course 3). Story-forced. This is also home to Portal Conservation Society (finish Chamber 3 in only 5 total portals), so plan for that while you're here.
Preservation of Mass
UncommonBreak the rules in Test Chamber 07
Break the rules in Test Chamber 07 by smuggling the Companion Cube out through the exit. Normally it's meant to stay behind - but before you leave, shoot a portal to grab the cube from beyond the door and carry it out of the chamber with you. Take the cube through the exit and this pops.
Gesticul-8
UncommonPerform all 8 gestures of your own volition in co-op
Perform all 8 gestures in co-op, of your own volition. Open the gesture wheel and work through every taunt at least once - wave, high-five, laugh, dance, the lot. Nothing stops you cycling through all eight back-to-back in the very first course, so just spin the wheel through each one. You unlock extra gestures by playing, so if you're short a couple, keep progressing and come back.
Obstacle Building
UncommonComplete all test chambers in the Excursion Funnels co-op course
Clear every chamber in the Excursion Funnels co-op course (Course 4). Story-forced. Note Still Alive (finish this whole course with neither player dying) and
Party of Three (the hidden companion cube) both live here, so a careful, no-death run through Course 4 can bag all three at once.
You Saved Science
UncommonComplete all test chambers in all courses of co-op
Complete every chamber in all five co-op courses - the full co-op campaign. Clearing Team Building, Mass and Velocity, Hard-Light Surfaces, Excursion Funnels and Mobility Gels gets you here. This is the co-op completion pop; if you've finished the campaign with a partner, it's automatic.
Portrait of a Lady
RareFind a hidden portrait
A single hidden portrait of Cave Johnson and Caroline. In old Aperture, after Enrichment Sphere 4 in Chapter 7, portal your way onto a panel beyond a closed gate and slip into the little office tucked behind it - the portrait's on the wall in there. Easy to stride straight past, so make the detour.
Ship Overboard
RareDiscover the missing experiment
Discover the missing experiment - the Borealis. At the 1970s Aperture section (the very start of old Aperture, Chapter 6), climb up to the top catwalk and follow it round to a side room; hop on the furniture in the corner to reach a set of doors, and step outside to spot the ship sitting in dry dock. A lovely nod to Half-Life 2.
Can't Touch This
RareDance in front of a turret blocked by a hard light bridge in co-op
Dance in front of a turret that can't shoot you because a hard-light bridge is in the way. Put a bridge between yourself and an active turret so its shots are blocked, then bust out a gesture right in its face. Any co-op chamber that has both turrets and light bridges works - the Hard-Light Surfaces course is the obvious place.
Pturretdactyl
RareUse an Aerial Faith Plate to launch a turret
Launch a turret off an Aerial Faith Plate (the spring-loaded jump pads). Find a chamber with a faith plate, carry or knock a turret onto it, and let it fling the turret across the room. Behold, flight. Any faith-plate chamber in the mid-to-late game works.
Rock Portal Scissors
RareWin 3 co-op games of rock-paper-scissors in a row
Win three rounds of co-op rock-paper-scissors in a row. It uses the RPS gesture and it's random, so the sane approach is to agree the outcomes with your partner up front - they deliberately throw the losing sign three times running. Trivial when co-ordinated, a coin-toss otherwise.
Asking for Trouble
RareTaunt GLaDOS in front of a camera in each of the five co-op courses
Taunt GLaDOS in front of a camera in each of the five co-op courses. Every course has GLaDOS cameras on the walls; stand in front of one and throw any gesture. You need one in all five courses - Team Building, Mass and Velocity, Hard-Light Surfaces, Excursion Funnels and Mobility Gels - so tick each off as you clear it, or you'll be trekking back for the one course you forgot.
Door Prize
RareExamine all the vitrified test chamber doors
Examine all the vitrified (shattered-glass) test chamber doors dotted through the mid-game. As you pass each ruined, sphere-etched door, walk up and look at it until the game registers it. There are several across the derelict chambers; slow down and inspect each rather than rushing on, and this ticks over once you've looked at the lot. Miss one and it's an easy chapter-select revisit.
Pit Boss
RareShow that pit who's boss
After you've been refusing to co-operate, Wheatley sulks and eventually calls you back with an "Oh... you actually came back". Show that pit who's boss by walking straight to the edge and jumping in. You'll respawn fine - it's just you getting the last word. Follows on from You Made Your Point.
You Made Your Point
RareRefuse to solve the first test in Chapter 8
Chapter 8, Wheatley's very first test. Instead of solving it, just stand there and do nothing. After a while he gets flustered and the game moves on regardless - refusing to play ball is the whole achievement. Pairs naturally with Pit Boss.
Schrodinger's Catch
RareCatch a blue-painted box before it touches the ground
Catch a cube painted with blue Repulsion Gel out of the air before it lands. Easiest to set up yourself: in a gel chamber, splash blue gel on the floor, drop a cube onto it so it bounces back up, and grab it mid-bounce before it touches down again. The chamber where you first mix gels is a good spot.
Final Transmission
RareFind the hidden signal in one of the Rat Man's dens
The last of the Rat Man's dens hides a radio playing a coded signal. In Chapter 2, Test Chamber 6, dig the radio out of the fallen rubble and - crucially - carry it with you through the Aerial Faith Plates into the hidden den. Bring the radio all the way in and it plays the hidden transmission (a picture encoded in SSTV tones). Don't put it down along the way or you'll have to fetch it again.
Four Ring Circus
RareEnter 4 different portals without touching the ground in co-op
Enter 4 different portals without touching the ground, in co-op. Between the two of you there are four portal openings available (each player has their own pair), so set up a chain in an open chamber and fling yourself through four separate portals in one airborne run. Coordinate placements with your partner first - the Mobility Gels course, with its speed gel, makes building enough momentum easy.
Narbacular Drop
RarePlace a portal under your co-op partner while they are gesturing
Drop a portal directly under your co-op partner while they're mid-gesture. Get your partner to stand on a portalable floor and start a taunt (they're locked in the animation and can't move), then place a portal under their feet so they fall through. Easiest done by agreement. Named after Narbacular Drop, the student game that became Portal.
Empty Gesture
LegendaryDrop your co-op partner in goo while they are gesturing by removing the bridge under them
Drop your co-op partner into goo by pulling a hard-light bridge out from under them mid-gesture. Have your partner stand on a bridge you're projecting (over a pit of goo) and start a taunt; while they're locked in the animation, move the portal so the bridge vanishes and down they go. Best set up by mutual agreement, unless you enjoy betrayal. Pairs with Narbacular Drop.
Professor Portal
LegendaryAfter completing co-op, complete Calibration Course online with a friend who hasn’t played before
You have to replay the co-op Calibration course, online, with a friend who has never played Portal 2 co-op before - that's the catch. Line someone up before they ever touch co-op; if all your mates have already played it, you're stuck waiting for a genuinely fresh partner. Play the whole Calibration course together and it pops for you. Sort this early - it's the single most awkward one to arrange late.
Overclocker
LegendaryComplete Test Chamber 10 in 70 seconds
Chapter 3, Test Chamber 10 - solve the whole thing within 70 seconds of entering. Play it once normally to learn the route, then reload the chamber (chapter select or a save) and run it clean. 70 seconds is generous once you know the solution, so a practice run or two is all it takes.
Smash TV
LegendaryBreak 11 test chamber monitors
Break 11 of Wheatley's monitors across Chapter 8. Once he's mugging at you through wall-mounted screens, destroy them - fling a cube from an Excursion Funnel, bat one with a turret, catch them with a laser, whatever the chamber hands you. There are exactly 11 breakable screens through the chapter; smash the lot. Keep an eye out in every room, as a couple are tucked out of the way.
Party of Three
LegendaryFind the hidden companion cube in co-op test chamber
Find the hidden Companion Cube tucked away in a co-op chamber. It's in the final area of the Excursion Funnels course (Course 4): shoot a portal at an out-of-the-way surface off to the left and ride the funnel across to reach the cube behind a set of opening doors. Go and give it a hug while you're there. Easy to grab on the same careful run as Still Alive.
Friends List With Benefits
LegendaryWhile playing co-op, hug 3 different people on your friends list
Hug 3 different people from your Steam friends list during co-op. Perform the hug gesture next to a co-op partner who's on your friends list; you need three different friends, so it's usually spread across a few sessions. Needs willing mates who own the game - queue them up over a handful of co-op runs and hug each one.
Iron Grip
LegendaryNever lose a cube in Chamber 6 of the Mass and Velocity co-op course
Get through Chamber 6 of the Mass and Velocity course without ever losing a cube (letting one drop into the goo or a pit). Play it slowly and deliberately, agree with your partner who's carrying and placing what, and if a cube goes over the edge just restart the chamber and try again. See its sibling Talent Show in the Mobility Gels course.
Triple Crown
LegendarySolve 3 co-op chambers in the Mass and Velocity course in under 60 seconds each
Solve 3 chambers in the Mass and Velocity course each in under 60 seconds. Learn the solutions on a normal run first, then go back and blitz three of the quicker chambers one at a time - the timer is per-chamber, so you can pick them off individually rather than needing a flawless whole-course run. Same course as Iron Grip.
Portal Conservation Society
LegendaryComplete Chamber 3 in the Hard-Light Surfaces co-op course using only 5 total portal placements
Complete Chamber 3 of the Hard-Light Surfaces course using only 5 total portal placements between the two of you. That's five portal shots for the whole chamber, combined - so work the solution out first and agree exactly who places which portal before anyone starts firing. Reset the chamber if you overshoot the count. The most planning-heavy of the co-op challenges.
Talent Show
LegendaryNever lose a cube in Chamber 6 of the Mobility Gels co-op course
Same idea as Iron Grip, but in Chamber 6 of the Mobility Gels course - complete it without losing a single cube. Slow and careful, co-ordinate who handles each cube, and reset the chamber if one ever goes over the edge.
Still Alive
LegendaryComplete Course 4 with neither you nor your co-op partner dying
Complete Course 4 (Excursion Funnels) without either you or your partner dying, once, the whole course. Deaths are cheap in co-op normally, so the only real trick is patience: take every chamber slowly and don't take risks near goo, lasers or pits. A single death by either player and you start the course over. Do it on the same careful run as Party of Three and
Obstacle Building. A cheeky nod to the Portal 1 song.
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