Players: 1-2
Online Trophies: Yes, 21 in total
Cheat Codes Affect Trophies: N/A
Estimated Time to Platinum: 20 hours
Minimum Playthroughs: 1 playthrough of both the singleplayer and multiplayer campaigns
Difficulty Trophies: None
Collectible Trophies: None
Missable Trophies: Yes, but all can be received easily through chapter select
Glitched Trophies: None


Originally coming in the Orange Box, the first Portal game blew players away with its quirky writing, mind-bending puzzles, fun game mechanics, and much more. The success of the original prompted Valve to immediately get to work on a sequel - Portal 2.

Taking place many years after the original game, you play as Chell, a girl once again trapped in Aperature Laboratories. The immediate serenity is striking, but all of it vanishes into thin air as Wheatley, a personality core, comes to the rescue. Through trying to escape the extremely damaged Aperature Laboritories once again, Wheatley and Chell come across GLaDOS - the antagonist from the first game. Upon incidentally restarting GLaDOS, she vows for revenge against Chell. Thus the player is thrust into an incredible adventure to escape GLaDOS' grasp.

[top]Tips and Strategies

  • Portal 2 is a puzzle game, therefore the gameplay requires active thinking. Levels are often difficult, so to decrease the amount of frustration one has, patience is a key virtue.
  • Use every tool at your disposal. Level design is intricate; if something is in the level then odds are its going to be put to use in one way or another.
  • For co-op, mics are your best friend. The game offers a gesture-system and clicking L2 also highlights spots on the environment, but without a microphone for verbal communication, playing with a friend becomes extremely difficult.


Portals: Shot from your Portal Gun, Portals allow you to traverse the environment with ease. What comes in one portal goes out the other with the same momentum. Every puzzle in the game revolves around the use of Portals, usually in combination with other tools at your disposal.

Thermal Discouragement Beams: Similar to a lazer, Thermal Discouragement Beams are used to trigger sequences in the environment. Connecting a beam to its outlet often triggers the opening of doors or raising of steps and is primarily used towards the beginning of the game. Beams can pass through glass and can cause harm to turrets, as well as minor damage to yourself.

Hard Light Bridges: First making an appearance in chapter 3, Hard Light Bridges can be walked on in order to cross large gaps. In addition, they can be used to safely block a turret's line of fire.

Repulsion Gel: A strange blue substance, Repulsion Gel is primarily used to jump and cross long distances. The gel redirects yourself and objects with great momentum and is very similar to a trampoline. This gel first appears in chapter 6.

Propulsion Gel: A strange orange substance, Propulsion Gel is primarily used to generate great speed in order to gain immense momentum. The gel effectively removes most friction from the surface that it is applied to, which allows one to reach great speeds while on it. Propulsion Gel makes its first appearance in chapter 7.

Conversion Gel: A strange white substance, Conversion Gel is the greatest tool to the creative mind. Conversion Gel allows for the applied surface to become "Portalable." In other words, you can shoot and create a portal at any wall or floor that is covered in this gel. This opens up a multitude of possibilities in gameplay and puzzle solving. Conversion Gel first appears in chapter 7.

Excursion Funnels: First appearing in chapter 8, Excursion Funnels are transparent and blue in appearance and allow the player to defy gravity as they are carried in air from one end to the other. This can allow players to cross both vertical and horizontal gaps.


  • Complete Singleplayer: Play through the singleplayer at your leisure, enjoying the experience and getting all story-related trophies.

  • Singleplayer Cleanup: Using chapter select, go back and replay specific levels in which trophies were missed so that all singleplayer trophies have been collected.

  • Complete Multiplayer: Tag along with a friend to complete the multiplayer experience. Non-missable trophies will be collected with natural progression, but also attempt to go for all missable trophies to make the next step easier.

  • Multiplayer Cleanup: Obtain all trophies that you missed on your first multiplayer playthrough. Also attempt to play with a few other friends for Friends List With Benefits. Finally, find a friend that has not played the co-op before and lead them through the calibration course (multiplayer tutorial) to get Professor Portal.

[top]Spoiler Warning

This guide contains numerous spoilers. Read at your own risk.


Portal 2 Platinum Trophy
Collected all other Portal 2 trophies

Wake Up Call
Survive the manual override

This is a story-related trophy and cannot be missed.

As Chell, you wake up in what appears to be an apartment room and are instructed to go through 'mandatory fitness testing.' In reality this is a short tutorial to teach you the basics of jumping, looking around, and moving. Once completed, a personality core named Wheatley will barge into your room carrying some rather strange information, and promises you that he'll help bust you out of there. A cinematic sequence follows, and once it ends you will receive your trophy.

You Monster
Reunite with GLaDOS

This is a story-related trophy and cannot be missed.

Once greeted with a one-shot Portal Gun, you must use it to complete a few simplistic introductory test chambers in order to progress. Upon completion, you and Wheatley will come across the remains of GLaDOS, the antagonistic AI that tortured you in the first game. After stumbling about, the pair of you accidentally turn GLaDOS back on. A cutscene ensues, and once Wheatley is injured and you dumped down a fiery garbage chute, you'll obtain the trophy.

Complete the first Thermal Discouragement Beam test

This is a story-related trophy and cannot be missed.

For more information on Thermal Discouragement Beams, refer to the Glossary.

The first Thermal Discouragement Beam test comes in GLaDOS' first test chamber, found in Chapter 2. The test is easily solvable. Simply walk over to the opposite end of the test chamber and stand on the platform on the ground. Shoot one of your portals on the ground where the Beam hits, and the other on the ceiling opposite the Beam's outlet. Doing so will raise the platform and allow you to finish the chamber.

Bridge Over Troubling Water
Complete the first Hard-Light Surfaces test

This is a story-related trophy and cannot be missed.

For more information on Hard Light Bridges, refer to the glossary.

The first time you encounter Hard Light Bridges is in Chapter 3, Test Chamber 11. Upon entering the chamber, walk on top of the Bridge and shoot a portal where it meets the wall on the other end. Follow this up by shooting another portal on the adjacent wall up and to your right, and walk through your portals. Walk across the bridge and hit the button on the other end, which will prompt an automatic flow of dropping cubes as they constantly get destroyed as they hit the goo below. Re-direct your light bridge back across where you came from and walk about halfway across the goo before looking to your right to see a "portalable" surface. Shoot your Light Bridge Portal there, and you will drop down onto the light bridge at a lower portion of the level. Walk across until you reach the wall and on your left you will see another portalable surface. Repeat the same technique as right before, again aiming down so that you drop down lower into the level. Walk across and once again a portalable surface is to your right. Repeat the technique as before and grab the now-accessible cube. Now walk through your portal, which should lead you out to the very start of the level. Place your portal on the upper righthand section of the chamber, leading the light bridge to the cube's button. Place it there and, as before, use the Hard Light Bridges to cross the goo and make it through the door.

Make a break for it

This is a story-related trophy and cannot be missed.

Upon reaching Test Chamber 21 in Chapter 4, GLaDOS warns of a 'real surprise with tragic consequences' ahead in the next test chamber. Midway through completing it, Wheatley arrives to bust you out of GLaDOS' grasp. As you escape the level and follow Wheatley's escape route, you'll earn this trophy.

This is also in the same sequence as where you unlock Good Listener.

Stalemate Associate
Press the button!

This is a story-related trophy and cannot be missed.

At the end of Chapter 5, you will intentionally fall for one of GLaDOS' traps, coming face-to-face with the AI as she intends to execute you to complete her revenge. Thanks to your work in the previous levels where you sabotaged GLaDOS' resources, she is unable to kill you. Meanwhile Wheatley shows up, giving you the opportunity to put your best and most moronic pal in charge of Aperature Laboratories so that he may help you make your escape. However, because there is an obvious disagreement between Wheatley and GLaDOS as to who should be running the facility, a stalemate ensues with you as the Stalemate Associate in charge of pressing a button to put Wheatley in control. GLaDOS will attempt to stop you, but you can easily get around her traps and press the button. A short cutscene ensues, and upon its completion you'll receive this trophy.

Tater Tote
Carry science forward

This is a story-related trophy and cannot be missed.

After being separated from the now potato-ed GLaDOS at the very beginning of Chapter 6, you will have to travel throughout the rather strange and foreign environment until you reach the Control Room at the end of the level. In order to reach the Control Room, you must portal up to some scaffolding at the upper lefthand part of the outside area, and from this viewpoint place one portal to a slanted surface on your right, and another directly below you. Jumping through the portals will give you access to the Control Room.

After listening to the dialogue, you will pick up GLaDOS, attaching her to your Portal Gun. Once you've done this, you'll unlock this trophy.

Vertically Unchallenged
Master the Repulsion Gel

This is a story-related trophy and cannot be missed.

The trophy will unlock upon completing the first Repulsion Gel test chamber in Chapter 6. For more information on Repulsion Gel, refer to the glossary.

The test involves primarily using your portals in combination with Repulsion Gel to cover nearly the entire area so that you may use it to jump a large gap to get to the end of the test chamber. Cover the area with Repulsion Gel, most specifically the ledge right before the gap. Also use the gel to hop on up to a higher portion of the level. From there, place one portal on the ground directly below you and another on the slanted surface behind you. Jump through your portals and let your momentum carry you into the Repulsion Gel and over the gap.

Stranger Than Fiction
Master the Propulsion Gel

This is a story-related trophy and cannot be missed.

You'll unlock this trophy upon completing the first three test chamber involving Propulsion Gel, found in Chapter 7. For more information on Propulsion Gel, refer to the glossary.

Propulsion Gel is used to gain momentum without using the force of gravity. It's thus a beneficial idea to cover most important areas with Propulsion Gel in order to move around the environment quickly and with ease.

White Out
Complete the first Conversion Gel Test

This is a story-related trophy and cannot be missed.

The trophy requires that you successfully complete Chapter 7's Pump Station Gamma 'chamber.' For more information on Conversion Gel, refer to the glossary.

When in doubt, it's possible to literally cover the entire area with Conversion Gel before using your brain creatively to solve the test chamber.

Cover the initial area with Conversion Gel and use your portals to send the Gel out of the small boxed-in area so that you may proceed further on. Once out, you want to continue covering the areas with Conversion Gel, most notably a slanted surface, and vertically on two walls. After both walls are covered, you should be able to portal up to the above catwalk. Walk around until you can see the slanted surface and put a portal on it. Place another portal on the ground directly below your feet and jump down it. The momentum will carry you through your portals and to the end of the test chamber.

Tunnel of Funnel
Master the Excursion Funnel

This is a story-related trophy and cannot be missed.

This trophy will unlock upon completed the first nine test chambers in Chapter 8, all of which have to do with Excursion Funnels. For more information on Excursion Funnels, refer to the glossary.

Excursion Funnels require thinking about level designs both vertically and horizontally, as great distances can easily be traversed using them. It should also be noted that floating high up in an Excursion Funnel before portaling elsewhere will allow you to gain momentum easily through the force of gravity.

Dual Pit Experiment
Do the same test twice

During chapter 8, Wheatley has comprised a moronically easy test for you to solve. It is his first test chamber after all, you can't blame the poor fella.

Upon solving it (literally just click a button and portal over to the exit to solve the puzzle) Wheatley is so satisfied by your completion that he actually offers you the chance to do it again. The task may seem mundane, but if you complete the test chamber another time, you'll be treated with this trophy.

Note: This is the same test chamber where you can unlock the You Made Your Point trophy.

The Part Where He Kills You
This is that part

This is a story-related trophy and cannot be missed.

At the end of Chapter 8, Wheatley springs his trap. Yep, the moron has gone crazy. The section is linear and you have no control over actual movement, so just listen to the dialogue and enjoy your trip to an inescapable death.

Just as Chapter 9 begins (The chapter is named "The Part Where He Kills You") you'll land on a solid platform between dozens of plates of metal spikes. GLaDOS will remark that this is the part where he kills you, Wheatley will mention that this is the part where he kills you, and this trophy will pop.

Yep, this is that part.

Remember to grab Pit Boss while you're here.

That Just Happened

This is a story-based trophy and cannot be missed.

It all comes down to this, the epic and climactic showdown with Wheatley.

The battle is actually quite difficult if you don't know what you're doing, especially since there is a 5 minute time limit on the fight before the Neurotoxin becomes completely lethal and all of Aperture self-destructs. Wheatley has also developed his own plan, which most notably includes a protective layer of shields that he will hold around him at different angles. The variety at which he holds them will change throughout the three stages of the fight, meaning the player must be on their toes and understand where they are able to penetrate his defenses. The basics of the fight are that one must use Wheatley's own bombs (previously thrown at Chell) against him using portals. Once hit and stunned by the bombs, you'll have to grab different corrupted personality cores to attach to Wheatley. These sections incorporate the different gels used throughout the game.

Here's a step-by-step walkthrough:
Immediately after Wheatley ends his initial dialogue, run over to the pipe full of Conversion Gel towards your right. Wheatley will begin to launch bombs at you, and if you're standing beneath the pipe, the bombs will break it, unleashing conversion gel all over the area. Move out from beneath the now-broken pipe and place a portal on the ground directly in front of you. Wheatley will initially have his shields faced down towards the ground, so you must hit him with his own bombs from above. Therefore, place your other portal on one of the surfaces higher-up towards the ceiling. When he launches a bomb, move out of the way and let it travel through your portals, hitting and stunning Wheatley. GLaDOS will come in and deliver a corrupted personality core by the catwalk. Portal up to it, grab the core, and use the Repulsion Gel that just fell through the ceiling to jump up and place it on Wheatley. Wheatley will now come to and begin shooting bombs at you again. Use the same tactic as last time, but instead pop a portal directly beneath him as his shields now defend against attacks from above. When Wheatley is stunned again, portal back up to the catwalk where GLaDOS has brought in the second corrupted personality core. You will need to time your jump onto the Repulsion Gel below to grab the swinging core and use the Repulsion Gel once again to attach the core to Wheatley. When Wheatley comes back for the third and final time, use the same tactic as before to deal with him. This time he is exposed in his upper-back-left, so shoot a portal aimed directly at, another one at the ground in front of you and stun him. As the factory comes closer to destruction, a Propulsion Gel pipe will explode, allowing you to use it's momentum-gaining abilities in combination with your portals to launch yourself high into the air where GLaDOS has delivered the third and final personality core. Upon getting it, use the Propulsion Gel to jump up to Wheatley and attach it. From here, just watch the final epic cinematic and you'll receive the trophy.

Drop Box
Place a cube on a button without touching the cube

This trophy isn't as easy as it sounds, as there aren't a multitude of different levels in which the trophy can be accomplished. Generally you want to look for buttons placed directly underneath portalable surfaces. One such case is found in Chapter 2, Test Chamber 6. It should also be noted that this is the same level in which you can get Final Transmission. However, using the suggested method for this trophy will not allow you to get the Final Transmission trophy at the same time.

Proceed to the end of the level where the button lays to drop a cube. GLaDOS will note that she needs to clean out some of the garbage in the cube transport pipes, so some of the garbage will fall and go through the level first before you need to press the button again for the cube to actually drop.

Per usual, observe your surroundings. In front of you and slightly to your left is the button the cube will need to be placed on in order to proceed with the level. Directly above it is a portalable surface. Sounds like a match made in heaven! Place one portal on said surface, and place your other portal on the first slanted platform far in the distance on the upper right-hand side of the chamber (in reference to where you are currently situated. This is where you initially place your first portal in order to reach the end of the test chamber yourself.) Press the button to send the cube through the level, and it should travel through both your portals and land directly on the button without you ever touching the cube.

Complete Test Chamber 10 in 70 seconds

Overclocker is one of the more difficult trophies because it requires major skill on a convoluted test chamber towards the beginning of the game.

Before entering the test chamber, save your game. If you fail on your first few tries it's simple to just reload the save file from before you entered the room and retry it once again.

Upon entering the test chamber, immediately turn around and shoot a portal at the top of the wall above the door you just came through. Run over to the nearby ledge opposite the door and shoot your other portal down on the floor at the bottom. Jump through that portal and your momentum will carry you over to where a cube rests. Take it and jump back down and through your portal so that you are where your originally started as you entered the test chamber. Time elapsed ~17 seconds. Run over and hit the faith plate in the middle of the room, which will send you flying upwards before you get stopped by a wall. Take your cube and place it in front of the Thermal Discouragement Beam, which will remove the wall you just bumped into. Before jumping back down to hit the faith plate again, pop a portal on the wall immediately across from where you laid down your cube to block the Beam. Now proceed to jump down, hit the faith plate again, and you will be propelled into an upper part of the level. Time elapsed ~37 seconds. As you once again get stopped by a wall, notice the environment around you. To one side of this upper platform is a Thermal Discouragement Beam outlet, and on the side opposite of that is a wall. Place your other portal on the wall and proceed to press the button on the platform. This will send a Transparency Cube that will hit the faith plate and bounce up to you. Be quick to nab it, then drop down the level below where you need to run over to the Thermal Discouragement Beam and switch out the two cubes. Place the Transparency Cube down so that it redirects the Beam through your portals and into its outlet, and then grab the solid cube and take it with you as you once again drop down to the lowest level and hit the faith plate. Time elapsed ~62 seconds. Ride the faith plates through the level and drop the cube on the button at the end to open the door and receive your trophy.

A few tips for this trophy:
  • Try playing through the level a few times, following this guide step-by-step so that you know exactly what your doing and can master it.
  • Although you only have 70 seconds to complete the level, you do not need to be flawless in your approach. You can make a few small mess-ups and still complete the level in the time allotted.
  • Keep a serious mental note as to which portals you place where. Messing up and accidentally removing an already placed portal is frustrating and, unless quickly fixed, will prompt a need for a retry.

Pit Boss
Show the pit who's boss

At the beginning of chapter 9, immediately after Wheatley fails to spring his trap and kill you, he will begin to plead that you come back and commit suicide once you begin your escape. As stupid as it sounds, jump back into the pit where you were previously trapped. You will kill yourself, but you'll receive this shiny trophy as a consolation prize. Don't forget to also stick around long enough to hear Wheatley's hilariously funny dialogue.

Preservation of Mass
Break the rules in Test Chamber 07

In Chapter 2, Test Chamber 7, GLaDOS will remark that the Emancipation Grid (the transparent grid at the end of all levels that erases your portals from your portal gun) is not functioning correctly. She'll warn you against stealing anything from the test chamber.

However, the Companion Cube, everyone's cute little box of joy, was also reintroduced for solely this level, and it's impossible to resist the urge to grab it and take it with you. For this trophy, you will need to 'steal' the Companion Cube by bringing it with you through the Emancipation Grid.

Immediately upon getting to the end of the test chamber, don't go through the door yet. Instead, shoot a portal at the portalable wall behind the ajar door. Drop down a level and grab the Companion Cube from where it was placed on the door-opening button. Look down and you'll see that the floor of the lowest part of the level is also a portalable surface. Shoot your second portal there, grab your cube and jump through the portal.

GLaDOS, being the monster that she is, will disintegrate your Companion Cube upon entering the nearby elevator. ;_____;

Let's share a moment of remembrance for the Companion Cube, shall we?

Toggle Spoiler

Use an Aerial Faith Plate to launch a turret

The trophy requires that you launch an active turret by dropping it on a faith plate. I personally found it a simple task to achieve it in Chapter 3, Test Chamber 15.

Use a Hard Light Bridge to block your turret's line of fire, then walk through your own portal in order to pick up the turret without taking much harm or damage. Grab it and place it on the nearby Aerial Faith Plate. Be sure to constantly use the Hard Light Bridges to block any extra turret's lines of fire so that you can get this trophy without much actual difficulty.

Final Transmission
Find the hidden signal in one of the Rat Man's dens

This trophy can only be achieved in Chapter 2, Test Chamber 6.

Upon making it through to the end of the level and pressing the button to make a cube drop, GLaDOS will reveal that Aperture has not been in good shape since her shutdown, and thus garbage has cluttered the tubes that cubes are sent through. Garbage will be sent through the tube initially, and among those random items is a radio.

Return back to the beginning of the level using your portals. Your objective is to get into a room that is directly up and to your right upon first entering the test chamber. In order to get into it, you will have to place one portal on the slanted surface that the Aerial Faith Plate leads into, and another directly across from the room on a portalable surface on the wall across. Hop on the Faith Plate, jump through your portals and listen to the radio transmission to get the trophy.

Good Listener
Take GLaDOS' escape advise

While escaping from GLaDOS with the help of Wheatley in Chapter 3 after Test Chamber 21, GLaDOS will open up her "last test chamber" and construct a Hard Light Bridge for you to walk into it. This is an obvious trap (which Wheatley points out), but if you follow her directions and step into the room, you'll be greeted with this trophy and a room full of neurotoxin.

Scanned Alone
Stand in a defective turret detector

Throughout Chapter 5, Wheatley will guide you through numerous levels with the primary objective of sabotaging GLaDOS' resources. One such resource is her seemingly endless army of turrets. You will be able to sabotage her turrets upon reaching the Turret Control Center.

Once reaching the control center, navigate your way through the small space to reach the scanner. The actual use of this is to test turrets for if they are defective or not. The scanner originally contains a non-defective, fully functional (though non-violent) turret. In order to sabotage the turrets, you'll need to replace this turret with a defective one. However, before doing so, step into the scanner yourself. Upon getting scanned, the trophy will pop and you'll get your revenge on a turret or two as well.

No Hard Feelings
Save a turret from redemption

During Chapter 5, while on your way to the Turret Control Center you will have to travel across a couple of conveyer belts. The conveyer belts carry dismantled and destroyed turrets, except for one. Ladies and gentlemen, the Oracle Turret.

On the last conveyer belt lays a defective, albeit active turret that tells you it's "different." Simply pick up the curious little guy and you'll receive the trophy. However, it should be noted that if you continue to hold onto the turret, he will spew out VERY interesting lines of dialogue that basically summarize the entire story of Portal 2 within a few condensed lines.

The Oracle Turret's Dialogue

Toggle Spoiler

Schrodinger's Catch
Catch a blue-painted box before it touches the ground

In chapter 6, you will come across a cube stuck in a glass container. This is the sole place where the trophy can be unlocked.

In the room with the cube, there is both Repulsion Gel and water. First put Repulsion Gel into the glass container using your portals. The cube will bounce around the container, breaking the glass as it goes. Wait roughly about 3 seconds before putting water into the cube, using the same method as before with your portals. The water will wash away the Repulsion Gel from the cube and glass container, and if you timed it right, the cube should still be in the box, even though some of the glass has been shattered, allowing you to get the cube out of the box without letting it touch the ground.

I'd suggest saving before trying this, as it might take you a few tries to get the timing right.

Ship Overboard
Discover the missing experiment

Refer to Door Prize for the exact location of the Missing Experiment.

From the final three Vitrified Doors, walk further down the hall and open the door on the right. You'll find a life preserver on the ground with the text "Borealis" on it. Half Life fans should be pleased with the cool easter egg reference. Pick it up to receive your trophy.

Door Prize
Examine all the vitrified test chamber doors

There are a total of six Vitrified Doors scattered throughout Chapter 6 that must be examined in order to unlock this trophy. 'Examining' them is simply walking up to the door and pressing square on the nearby buzzer.

The first set of three doors is located relatively early on in the level. Once you reach the underground radio tower and ascend it, you'll need to portal to the three doors which are located straight away and to the left of you.

The second set of three doors are located further on into the level where you meet up with POTaTO (GLaDOS in her potato form) just outside of the Control Room. Portal up to and traverse the catwalk at the higher portion of the level and go into the nearby office. In the back lefthand side of the office is a slightly concealed door. Clear the way to it and walk through to find the final set of doors. Also note that this is where you can get the Ship Overboard trophy.

Portrait of a Lady
Find a hidden portrait

In Beta Enrichment Sphere 01 of Chapter 7, you will complete your first test chamber with Propulsion Gel. Immediately afterwards, do not proceed into the next test chamber/area. Instead, you will notice a portalable wall hidden behind some scaffolding in the area, and another portalable surface just before the next portion of the level. Portal through those and walk through the door on your right into an office.

To your right is the portrait. The painting depicts Cave Johnson and Carolyn, both important and wonderful characters.

You Made Your Point
Refuse to solve the first test in Chapter 8

At the beginning of chapter 8, Wheatley has already seized full control over the entirety of Aperture and has now become your new GLaDOS. That's right, he's running the show now and putting you through his own test chambers. The first of which is a prime example of how moronic he is. The entire test is just pressing a button. Yep, that's it.

However, as Wheatley pesters you to press the button as it scratches his "itch" that gives him a full-blown science-gasm, don't press the button to complete the test. Simply wait in the test chamber for about 60 seconds and do absolutely nothing. This trophy will eventually pop.

Don't forget to also get Dual-Pit Experiment while you're here.

Smash TV
Break 11 test chamber monitors

Throughout Chapter 8, Wheatley will converse with you through large television monitors scattered throughout the level. Want to shut the prick up? Good, so do I. There are numerous ways to smash his monitors, all of which involve flying into them yourself or using an object to hit or shoot them.
  • 1st Monitor - Test Chamber 1: Utilize the Excursion Funnel to boost yourself up into the air in the initial (lower) section of the level. Shoot one portal where the Excursion Funnel hits the wall at the very top, and shoot the other on the ground in the corner directly across from Wheatley's monitor. Travel up the funnel, and then shoot your initial portal on the wall directly in front of you, across from the monitor. Your momentum will carry you into the monitor and break it.
  • 2nd Monitor - Test Chamber 2: Use the Excursion Funnel to travel to the end of the test chamber as normal, and also use it to send a cube along the same path with you. When it reaches the top of the level in the Excursion Funnel, let it stay at the top. Shoot a portal on the surface across from Wheatley's monitor, erasing the Excursion Funnel and allowing the turret to pick up momentum as it flies through your portals and hits Wheatley's monitor.
  • 3rd Monitor - Test Chamber 3: Use the same tactic as with the monitor in Test Chamber 1 in order to smash this one.
  • 4th Monitor - Test Chamber 4: Run behind the turret in the level before it kills you. Grab it and take it out so that Wheatley's monitor is in its line of fire. Apparently the little turret doesn't take kindly to Wheatley, and will bust up his monitor for you.
  • 5th Monitor - Test Chamber 5: Proceed to the end of the level and push the button there to drop down a cube into the test chamber. Using the Excursion Funnels, utilize the same tactic as with the 2nd Monitor in order to crush Wheatley's monitor at the beginning of the test chamber. There is also a second monitor in this level!
  • 6th Monitor - Test Chamber 5: Use the same tactic as with the 2nd and 5th monitors, only this time aim your portals so that the cube hits the Monitor at the end of the level.
  • 7th Monitor - Test Chamber 6: Simply use the Aerial Faith Plate to launch yourself into Wheatley's monitor.
  • 8th Monitor - Test Chamber 11: Use your portals in combination with a Transparency Cube to reposition the Thermal Discouragement Beam to hit and destroy Wheatley's monitor.
  • 9th Monitor - Test Chamber 12: Also use a Transparency Cube along with your portals to redirect a Thermal Discouragement Beam into Wheatley's Monitor
  • 10th Monitor - Test Chamber 15: Use dual portals to gain momentum through falling through each of them over and over again (after initially falling from a high spot such as the surface above Wheatley's monitor) and then fling yourself into Wheatley's monitor using a similar tactic as with the first monitor.
  • 11th Monitor - Test Chamber 16: This is the most difficult monitor to smash because it involves Repulsion Gel, luck, and (likely) numerous attempts. The level itself is very hard as well. Basically you're going to want to grab a turret and use its guns to shoot down the monitor. However, there are 3 turrets in the area, and you'll surely be mowed down by them if you try to grab one. The trick is to use the Repulsion Gel in combination with the Excursion Funnel to bounce TWO of the three turrets off the level, leaving the final one standing for you to pick up. I highly recommend saving at different points in the level so that it's quick and easy to retry it should something go wrong.

High Five
Celebrate your cooperative calibration success

High-five-ing is the first gesture you receive in the co-op campaign, as it is earned upon your completed of the Calibration Course (the co-op tutorial course). At the end of the course, GLaDOS will congratulate you on your success and you will automatically high-five your partner as you revel in your victory.

Team Building
Complete all test chambers in the Team Building co-op course

Simply complete the Team Building co-op course to get this trophy. This should come along natural progression through the cooperative campaign.

Confidence Building
Complete all test chambers in the Mass and Velocity co-op course

Simply complete the Mass and Velocity co-op course to get this trophy. This should come along natural progression through the cooperative campaign.

Bridge Building
Complete all test chambers in the Hard-Light Surfaces co-op course

Simply complete the Hard Light Surfaces co-op course to get this trophy. This should come along natural progression through the cooperative campaign.

This is the co-op course where Hard Light Bridges will be primarily utilized.

Obstacle Building
Complete all test chambers in the Excurison Funnels co-op course

Simply complete the Excursion Funnels co-op course to get this trophy. This should come along natural progression through the cooperative campaign.

Excursion Funnels, in addition to Hard Light Bridges every so often, will be primarily used in these levels.

You Saved Science
Complete all test chambers in all courses of co-op

Upon completion of all co-op courses, this trophy will unlock.

The final test chamber incorporates most tools, notably including Repulsion and Propulsion Gels. The level is multi-tiered with several different sections all coming together. It should be noted that this level is particularly frustrating for people who don't think out of the box very well. It should also be noted that there are sections that involve exceptional coordination and timing between you and your partner.

Upon completion of the level, a short cinematic will follow where GLaDOS reveals that you've unlocked a room to millions of other test subjects - more than enough to keep GLaDOS happy for centuries. Celebrate your success as your trophy pops.

Iron Grip
Never lose a cube in Chamber 6 of the Mass and Velocity co-op course

This is a very difficult trophy, mainly because it's all about timing. Received in Test Chamber 6 of the Mass and Velocity co-op course, you will need to never lose a cube throughout the level. There are two portions of the level, and the only time the cube is ever at risk is during the second stage. As with most other co-op trophies, this may take multiple tries and practice to get it right.

In the second portion of the level, your co-op partner will be flying around constantly on Aerial Faith Plates while you will need to press a button that drops a cube. If not caught in mid-air by your partner, the cube will fall in the goo below and you will not get the trophy unless you retry the level. The key is timing. As your partner is on the side of the chamber opposite you, as he passes a glass window on the upper portion, you should press your button. If your partner mashes the square button as the cube comes by, he should catch it.

Note that the entire level, not just this part, must be completed without the cube being destroyed. The rest of the level is merely placing the cube on its button to open the end-level door, but be careful of losing it just in case.

Perform all 8 gestures of your own volition in co-op

Gestures are unlocked through natural progression of completing co-op. Once you have all 8 gestures unlocked, simply use each one of them. Gesturing is done by clicking the down button on the directional pad and choosing the specific gesture of choice.

Can't Touch This
Dance in front of a turret blocked by a hard light bridge in co-op

This is one of the considerably easier co-op trophies to earn. There will be numerous times where you will have turrets in test chambers, and accompanying them will always be a Hard Light Bridge so that you can block their line of fire. Upon successfully blocking their line of fire, simply use the gestures menu (accessed by clicking down on the directional pad) and choose the dance gesture. Upon doing so the trophy will pop.

Empty Gesture
Drop your co-op partner in goo while they are gesturing by removing the bridge under them

Similar to Narbacular Drop, your partner must once again be gesturing, but this time on a light bridge. Make sure you have control over the light bridge so that you may direct it elsewhere when your partner gestures. It should also be noted that your partner must be dropped in goo when the bridge is taken out from under them. Any other surface will not count for the trophy.

Party of Three
Find the hidden companion cube in co-op test chamber

This trophy can be achieved in the last test chamber in Course 4. The test chamber is multi-leveled with multiple sections to complete before effectively coming to the very end of the level.

In order to complete the level, you will be floating in an Excursion Funnel to get to the final office. One player will have to be controlling the Excursion Funnel (make sure you're the one doing this) while the other player should be using their portals to continually block turrets from shooting at you from a conveyor belt. Right before reaching the final platform, using your Excursion Funnel you will need to pop a portal to a portalable surface on the left. This should redirect the Funnel to send you to a spiked wall far on your right. Before hitting the wall (which will in fact send you to your death, causing you to repeat this section of the test chamber) you will see through a glass window the coveted Companion Cube! Yay! Once you do so, the trophy will pop.

Narbacular Drop
Place a portal under your co-op partner while they are gesturing

Gesturing is done by clicking the down button on the directional pad and selecting a gesture.

To get this trophy, you'll have to not only place a portal underneath your partner while he's gesturing, but also he must be sent through the portal. In other words, you must place one portal somewhere else and one portal underneath your partner while they are gesturing.

Professor Portal
After completing co-op, complete Calibration Course online with a friend who hasnít played before

The calibration course is the first tutorial level you experience in the co-op campaign. Only this level must be completed with a new player, not the rest of the cooperative experience.

As a rule of thumb, you know if you've actually completed the co-op campaign if you have earned the trophy You Saved Science.

Refer to the Portal 2 Boosting Thread if you need help finding players who have not played the co-op campaign before.

Air Show
Perform 2 aerial gestures before touching the ground in co-op

Throughout the co-op courses, you'll come across excursion funnels that must be used in order to solve puzzles. While traveling in an excursion funnel, simply click down on the directional pad to gesture in mid-air. Do this twice without touching the ground and you'll get the trophy.

Portal Conservation Society
Complete Chamber 3 in the Hard-Light Surfaces co-op course using only 5 total portal placements

Another difficult trophy to achieve. In Test Chamber 3 of the Hard Light Bridges course, you will be restricted to only using a total of 5 portals to complete the entire chamber. Effectively doing so requires thinking outside of the box and good coordination with your co-op partner. I will do my best to walk you through how I accomplished it.

When your first walk into the chamber, first look around and examine this initial part of the test chamber. On your right you will see a grounded button where a cube will need to be placed in order to move on to the second stage of the level. The button that releases to the cube will be on your bottom left, next to a Hard Light Bridge that is fixed over a pool of goo that takes up a large portion of the middle of the chamber. The place where the cube is dropped will be over the goo, towards the far side of the test chamber.

You will want to immediately expend your first two portals. Shoot one on the nearby panel immediately to your left from your initial starting area. Shoot your other portal on the panel towards the back of the test chamber on the upper left-hand side. Try to aim for the exact middle of the portalable surface. The next part is tricky. Slowly go through your two portals. Your aim is to jump and land successfully on the Hard Light Bridge below, which prompts a difficult jump to be made. Jump slightly to your left (while still standing within your portal) and then nudge the analog still to the right, switching momentum in mid-air and landing on the Hard Light Bridge. Have your partner follow suit.

From here, reposition your first portal to extend the Hard Light Bridge, and walk through it. You should end up immediately below the cube drop-tube. Have your partner press the button to send the spherical cube through the tube for you to catch. Jump off the bridge and place the cube down on the button so that you may access the second section of the level. Have your partner follow you through. You should've used 3 portals throughout the first section of this test chamber.

For the second and final room, immediately jump on the Aerial Faith Plate, which will send you flying across the room. Have your partner stay on the opposite side. Using your last two portals, place one on the Hard Light Bridge and the other in the direct line of where the Aerial Faith Plate leads you. Be sure to place your second portal as close to the ledge as possible, ideally angling the bridge in a diagonal. This will block the path of motion, allowing you and your partner to finish the chamber. Use the nearby Faith Plate to jump back to the other side of the room, and prepare yourself for the upcoming jump, as you only have ONE chance to get it right. For the last jump, step onto the Aerial Faith Plate on the most rightward part of it. As you fly through the air, strafe right using your analog stick to move to the right in mid-air and hopefully land yourself on the ledge to finish the level.

This may take numerous attempts, and as always, go through the level as normal to get a feel for it before attempting this officially.

Four Ring Circus
Enter 4 different portals without touching the ground in co-op

The trophy sounds tricky, but in reality it's not a very difficult task to accomplish.

The set-up is simple: Your partner sets up one portal on a surface while you yourself set up one on the ceiling above you and the floor below you. This should instigate a free-fall in which you constantly fall through and out the two portals. While in this state, your partner must simply overwrite the portal you placed on the floor. If timed correctly, you'll fly through your partner's other portal placed earlier, and would have traveled through four portals without touching the ground.

This may take a few tries to accomplish, but once you've traveled through all four portals without touching the ground, you'll receive the trophy.

Triple Crown
Solve 3 co-op chambers in the Mass and Velocity course in under 60 seconds each

The Mass and Velocity courses are all about speed, and levels can indeed be completed quickly and without much planning and forethought. However, completing a level in under 60 seconds is no small task, and some preparations will have to be done first.

First, play through each level in the course, mastering each and keeping a mental note of which courses took the least amount of time for you and your partner to complete. Upon doing so, go back into the course and use level select to choose the courses you and your partner believe you can complete the fastest. It is useful to keep a stopwatch or timer nearby to see if you actually completed the level in 60 seconds or not. If you failed to do so, quit out to the hub and restart the level to retry it.

It is noteworthy that although 60 seconds doesn't sound like very much time, it actually is. When you have full mastery over a course, it is easy and simple to complete it quickly so long as no major mistakes are made.

Still Alive
Complete Course 4 with neither you nor your co-op partner dying

Still Alive is easily the most difficult multiplayer trophy to acquire, mainly because it requires that both you and your partner know exactly what they're doing. Course 4 is a difficult course that requires good timing and coordination with your partner in order to survive. The course incorporates a variety of different tools, most commonly Hard Light Bridges, Excursion Funnels, and turrets.

Either partner dying at anytime will need to prompt a restart in which ALL levels in the course must be completed again. Here's some general tips for going about this trophy.
  • Take it slow - There's no rush to complete levels in a specific amount of time. It's easier to tread carefully through the test chambers than just rushing right through them with carelessness.
  • Utilize microphones - If you or your partner do not have mics, it's going to be extraordinarily difficult to obtain this trophy. Coordination on the fly is the key to succeeding, and it's difficult to do that without verbal communication, even with the in-game tools provided such as gestures and pinging.
  • Run through the course once or twice with your partner before actually attempting the trophy - Familiarizing yourself with the test chambers will allow you to understand how to solve them without failure and risk of death.

Asking for Trouble
Taunt GLaDOS in front of a camera in each of the five co-op courses

In total there are five co-op courses, each accessed by the central hub. In order to get the trophy, the player must taunt GLaDOS in one level in each course.

Gesturing is done by clicking down on the directional pad and selecting a gesture. Which gesture you choose to do is irrelevant.

At the end of each level, GLaDOS has situated a camera through which she watches you. Simply gesture in front of it for it to count. You know you've done the action correctly when GLaDOS makes a remark acknowledging it.

Once you've gestured in front of a camera in each of the five co-op courses, you'll get the trophy.

Rock Portal Scissors
Win 3 co-op games of rock-paper-scissors in a row

Playing a game of Rock-Paper-Scissors is done by gesturing close to your partner. To start the game, click the down button on the directional pad and select the appropriate gesture.

The winner of Rock-Paper-Scissors is completely random, thus making the trophy a nuisance. It ended up taking me about 10-20 minutes just to win three in a row and get the trophy.

Because the task is rather mundane, it is recommended that you go for the trophy while your partner is idling. Usually during play your partner will have to get up to do something else in real life (eat, take care of the kids, etc.) and it's easy to take advantage of their time away to go for the trophy.

Friends List With Benefits
While playing co-op, hug 3 different people on your friends list

Hugging is done through using the 'hug' gesture, accessed by clicking the down button on the directional pad and selecting the appropriate gesture. Hugging three people on your friends list is an easy task to accomplish. Refer to the Portal 2 Boosting Thread if help is needed.


Thanks to Steelsammy for his work on the original guide.

Thanks to DaRe_xLw for his making of the banner.

Thanks to Ryan, Hitmon133, and Hitmanchan for their time and help with boosting the co-op trophies with me.

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