This floor contains both falling blue gel, as well as a steady stream of water that will wash away any gel it contacts. Both players should now enter Orange's portal to reach a few platforms that suddenly appear. With both players reunited, access to the elevator will be granted. Shoot your blue portal on the wall on the right and your orange portal on the panel above. Enter the orange portal to get to the other side. Now Orange must catapult passed the fan and meet up with Blue. Leave the cube on this switch to rotate your now blue gel covered platform. Once this is done switch your portals to allow access to the weighted switch on the far left. Wheatley and the Space Core are floating around. Next, Blue will need to head back down and use the jump pad to speed through Orange's portals. Grab the cube that falls below and carry it through the portal. Once again move your portals to re-enter the small room on the left and bring the cube back to the main area. Once it hovers over the checkered floor, replace the blue portal there to bring the cube to your level. Released on October 4th, 2011; this DLC introduces Challenge modes for both single-player and co-op, a leaderboards system, and a mini-hub area reserved for additional co-op tracks. Place the other portal below the laser reflection cube behind the barrier to grab this object. Shoot another blue portal above and another orange on the left wall to reach the floor above. The highly anticipated sequel to 2007's Game of the Year, Portal 2 is a hilariously mind-bending adventure that challenges you to use wits over weaponry in a funhouse of diabolical science. Ride this one to the next catwalk and follow the path passed the grill. She guides the two of them through a new set of courses (which are supposedly designed to be art exhibitions), though a number of mechanical failures occur, which GLaDOS attempts to cover up. Place one portal on the catwalk to the left and another on any other wall. Blue will want to set their purple portal on the small white floor and their blue portal at the top alcove on the left. When asked one of the members that worked on Portal 2 that the game wasn't going to include portals, and how would the game be a sequel to Portal, and more specifically, use the Portal title. Move through the tubes on the left and you'll come to a wall separated by a fence. Orange will next want to set one portal over the straight pillar with the "01" stamped on it, and their other portal on the small wall in front of the fan and laser beam. They arrive at Wheatley's test chamber which, he says, has been designed with the entire purpose of not allowing Chell to defeat him. Take the reflection cube and place it in front of the center and right nodes. But I think we can put our differences behind us. This in turn will reveal several turrets waiting behind glass. Blue should now head to the jump pad, through Orange's portals, and to the top of the light bridge. Start by moving forward to the portal gun stand. Return down to the bottom and place your blue portal back above the jump pad. Enter the jump pad, move to the end of the light bridge and place a blue portal on the incline passed the grill. Orange will then need to come back to the bridge source and place their red portal at the end of it (replacing one of Bleu's old portals). This reinforces speculation of using birds as test subjects as seen in Portal. Blue should look very fat up and put their purple portal at the end of the funnel, with their blue portal on the checkered floor. Portal 2 takes place an indeterminate amount of time, somewhere between 50 and 50,000 years, after the events of Portal, which saw Chell destroying the sentient computer GLaDOS, and landing outside the facility, only to be dragged back inside of Aperture Science where she was ultimately placed in a Relaxation Chamber by Doug Rattmann for the indefinite future. Return to the previous level and set your portals again to get to the second level. After achieving their goals and enter GLaDOS' now rebuilt chamber, the computer system detects an alternate core and begins the process of a core transfer, which GLaDOS promptly refuses, prompting the Stalemate Button to be activated. Chell reunites with GLaDOS in the nest of the bird that took her. GLaDOS believes that "she" has returned and has gained control of an old mainframe chassis, posing a threat to the facility. A core transfer takes place but results in another stalemate. The Aperture Science facility is overgrown and badly damaged. Grab the cube and move through the blue portal. Orange will now need to move their red portal onto the high wall on the right. During a keynote presentation at the Games For Change festival in 2011, Valve director Gabe Newell mentioned that the company was beginning to work with schools to build curricula around Portal 2, looking into "how to teach attraction, repulsion... [they] need to be clear on what their metrics are... what the outcome is, what they're optimizing for".[1]. Once up top, move to the very edge and place one portal on the white paint to the far right. Pick up the cube again and bounce across the blue gel, back into your portals, and drop the cube off on the switch. Hit the switch, catch the flying cube, and pass it down to Orange. Climb up these steps and shoot a portal on the diagonal platform. Now repeat the same process but instead of sending a cube down, enter the orange portal yourself and slam against the jump platform. From here, Orange should place portals to allow Blue to reach the top as well, concluding the stage. Ride this tunnel to the center panel and place your orange portal here. This section has both blue and orange gel. Place your blue portal over the light tunnel generator and your orange portal on the white wall behind both buttons. As long as the light bridge blocks the turret fire, you'll enter through a grill to the exit. Orange should now grab the reflection cube and align the laser into the node, activating the lift. A sphere will drop, allowing both characters to advance to the exit. Afterwards, Chell meets Wheatley for the first time. Wheatley has taken control, but in his incompetence has failed to maintain the facility's nuclear reactors which are now in meltdown. Next return to the lone white floor in the shaft and put another portal to enter the gel control room. on February 3, 2012 at 11:36AM PST. Fire another orange portal behind yourself and return to the main area. For this first puzzle Orange should shoot their orange portal on the wall on the right and their red portal on the other wall across the water. Once again place your blue portal over the catwalk to form a barrier and take the jump pad to the second floor, and march to the next floor. There will also be an orange portal placed behind you. Travel down the catwalks and over the conveyor belt. The door will unlock, leading to the floor's elevator exit. Blue will need to shoot their portals at the wall straight ahead and the other on the left. Once it can go no further, fire your orange portal on the white panel behind the cube to bring it to your own platform. In reality, she appears to be using the androids to help her gain control of the facility. The wood is rotten and soft, and the rest of the impact is absorbed by Chell's long-fall boots, leaving her concussed but, fortunately, not fatally injured. They primarily include Thermal Discouragement Beams and Aerial Faith Plates. Place down your portals to enter the small turret control room and remove the test turret. Drop into your portal so that you gain a good amount of speed. Finally, shoot your blue portal at the bright white moon to complete Portal 2. When you emerge from your blue portal, fire your orange portal on the left wall. As Chell is trying to find her way into the 70s testing track, she manages to find GLaDOS being eaten by a crow. Jump back through your orange portal to sail through the air to the exit. Grab the reflection cube and use it to kill off the next three turrets. She sends Chell up an elevator, past a chorus of turrets singing an opera directly to Chell, and out into a wheat field. This laser will be enough to destroy all eight tubes connecting to the toxin. With a desire to flee the crumbling facility, Wheatley and Chell begin their quest to escape Aperture Science to return to the real world. This next area has a tube gushing white paint. For this level Blue should place their purple at the end of light bridge and the blue portal fall below the bridge. Shoot your blue portal across the room near the second catwalk. To illustrate the article you can add one or more. Blue should set their purple portal on the wall facing this new grill opening. Move into the portals and land in a chasm. The inside of Chells Relaxation Chamber after she is woken up. Bearing a purple texture, it originally allowed Chell to walk up walls. First place your orange portal below the dripping blue gel and your blue portal on the tilted wall. After a short scene you'll find yourself in the incinerator room. For this floor Blue will want to set their blue portal above the jump pad and the purple portal on the inclined ledge. I made this like within the first few weeks that the game came out. Replace your blue portal over the light beam tunnel generator and your orange portal on the left wall under the orange gel tube. The light bridge will now pass through all four portals, right to the floor's elevator. You and the extra jump gel will float to the other side. Orange should move the light bridge to continual block off turret fire. Perpetual Testing Initiative is a DLC released on May 8th, 2012; this DLC adds the anticipated in-game Puzzle Creator - fully integrated with the Steam Workshop, allowing the community to easily create, share, and play a wide range of Portal 2 puzzles. Drop the cube on the large weight switch to gain access to the elevator. Orange should place their portals at the end of the light source and the other on the wall on the right. Place your orange portal at the end of this gel and your blue portal under the last core. Return to the main room and place your orange portal on the wall where the laser touches. She guides the two of them through a new set of courses (which are supposedly designed to be art exhibitions), tho… After each out-of-chamber task, both androids are self-destructed and then reassembled in the Hub. Travel through the portals and land on a small island. Blue should first move their purple portal at the end of the bridge and place their blue portal on the wall directly under the second grill. Take the elevator down to the first level of testing. Blue will want to again place the laser at the first left node, travel passed the spike trap, and into Orange's portals. Orange will now need to enter Blue's portals to arrive at the light bridge. Once gaining full control, you will still be missing a portal gun; however the system will automatically form portals for you. Valve president Gabe Newell envisioned the game as a "Cross Game Design Event" in December 2010, and allowed the developers a free rein to design the game using Valve's Portal intellectual property. Take the sphere to the exit and place it in the node to unlock the door. However, the lyrics of the song hint that GLaDOS' feelings about Chell may be slightly more conflicted than she'd like to admit, and it appears Caroline may still have a place in her mind. As long as you used the blue portal, the laser will reach through to the laser node. Head left up the next ramp, and to the right wall. He knocks them down an elevator shaft where they fall to the remnants of the previous incarnation of the Aperture facility. Blue should now hit the switch on the right, dispensing the sphere, which Orange must catch as it falls. The song, computer antagonist from Portal 2. Travel through Blue's portals to complete the area. 10 Hours . While Blue is flying around, Orange should press the switch and release a weighted cube. Fire a blue portal through the small round opening and a blue portal behind you. Remember that each gel will overwrite one another. From here fire a blue portal at the diagonal roof far off to the left. Other tasks and clues led to passwords that could be used to log into these Aperture Science screens. Main + Extras. This will allow Orange to drop down, move through Blue's portals, and reach the hard light bridge source. They eventually sabotage GLaDOS' turret and neurotoxin manufacturing facilities GeForce confronting GLaDOS. From where you land, place a blue portal on the left side of the wall in front of you. She also claims (unconvincingly) that all of the humans are still alive. Head down into the pit and fire a blue portal. Stand on the button on the ground, opening a window above, and place your orange portal at the end of the funnel from the blue portal. Sign in to add your own tags to this product. Alive despite the explosion, Chell reaches for her Portal gun, and, remembering that moon dust creates an ideal portal surface, aims it through a hole in the ceiling at a full moon high in the sky. A complete video walkthrough for every level in Portal 2. Once the gel slams down on the ground below the switch, jump on it and activate the button. Once the lift is high enough Blue should leap through their portals and arrive on the other side of the crushers. Head through the next door and you'll arrive at a number of catwalks. Pick Wheatley up and head down the new passage. Grab the cube ahead and place it to obstruct the laser. Move through the portals and drop to the next area. Enter the portals and drop down to the lower floor. You'll need to work fast as the deadly trap can kill you quickly. Most provided an immediate cosmetic change by replacing or adding assets that referred to potatoes. Blue will need to first set their portals on both sides of the horizontal grill. Enter the portals and fire a blue portal at the next wall ahead. Once on top of the structure, fire two portals below: one on the diagonal pillar, and the other straight down on the floor. There is both a water and gel dispensers here. Orange should use the jump pad to sail through the air and land passed the second grill. 13½ Hours . This button will cause a panel on the far upper-right to flip around, revealing a white surface. © 2020 GAMESPOT, A RED VENTURES COMPANY. One player, "Jake_R", traveled to Two Tribes, where he discovered the glyphs and cyphers posted outside their headquarters. Blue will now want to place their purple portal at the end of the funnel, head down the passage and turn left where a white wall sits. The testchamber also has a broken emancipation grill, which means that Chell can smuggle the Companion Cube into the exit. Blue should next step on the jump pad and fly to the second level behind the grill. She enters a series of tests, often having to navigate between them in unconventional ways due to the deterioration of the lower facility. When it is save move the cube to the far right edge and align it with all three of the laser nodes. Fire one portal on the wall ahead and the other on the wall to the right. Place the cube on the red button to open the door to the elevator. as you ride up to the top, fire your blue portal on the tilted platform ahead to launch to the exit with a button. Afterwards, the second person to arrive at the top should shoot their lower portal at the incline overhead. Orange should now shoot one portal on the opposite wall from the blue portal and another one in the small patch of light in the ceiling. Look away to give him some privacy, and return when he says he's ready. Now put one portal inside the funnel source and the wall on the right. Orange will want to move passed the trap and stand on the platform to the right. Johnson!" Drop the cube through the portal to open the door to the elevator. Wait for Wheatley to blab and drop down to your level. At the end of the path set your orange portal at the bottom and head back down to the ground floor. (Wheatley breaks in at 21.). Take the cube over to the laser and set up portals to reflect the laser into the node, completing the stage. Once reaching the third level, turn back around and place your blue portal on the wall directly below you so that the ground also becomes covered in gel. When painted on any surface, the ASHPD can be used as designed. - 98% of the 169,240 user reviews for this game are positive. Orange should put their first portals at the end of the funnel and the second on the white wall on the right. Orange should now ride the funnels and once again enter the vertical one that intersects. Unknown to he or Chell, however, the body which affords Wheatley this competence is fully instilled with a will and a set of goals of its own, and—as the body's programming aggressively subsumes Wheatley's better nature, Wheatley becomes reluctant to leave it. Place a portal behind Wheatley and another on the ground just in front of you. Orange should head through Blue's portals to reach the next area. Put your orange portal on either wall of the now open room. The single-player campaign is set directly after Portal and Portal 2: Lab Rat, and right before the cooperative campaign. Place your blue portal directly under the lift and let the gel splash the floor. This article describes the Portal 2 storyline, chapter by chapter. Move your portal anywhere to clear the floor and leap onto the lift. She says she also learned where Caroline lives in her brain, and then promptly claims to have deleted that part. The defective turrets won't fire, allowing you to slip by unharmed. Testchamber 2 introduces Discouragment Redirection Cubes as well as the ability of the cubes to press buttons alsongside of redirecting lasers. However, most of the floor is grated, so gel will be un able to stick. Leap down to the ride the assembly lines and run quickly to avoid being crushed or burned. Wait for the blue gel to fly up above your portal and then quickly remove your portal so that the goo can splat down on the ground. Once the ledge is covered in blue gel, look over the edge of the broken lift and drop your orange portal on the floor below. Fire a blue portal onto the wall to the left so that aligns with the laser sensor node. GLaDOS rebuilds ATLAS and P-body, claiming that 100,000 years have passed since the conclusion of the 'Mobility Gels' course. Next, move off the button and allow Orange to float through the portal. Blue will want to set one portal on the checkered wall above the laser, stand on the lift, and place the second portal on the ground directly in front. Drop back down and place your blue portal in the small alcove where the laser is shooting from. While here Orange should also place their red portal on the left white wall and their orange portal slightly further down this same area. Peer Review. Move off the platform and put your blue portal on the left, right next to the weighted red switch. Next place your blue portal anywhere nearby and travel to the small room. Testchamber 8 introduces the concept of fizzlers mid-level, in which Chell has to portal through a small gap and use a redirection cube to shoot a laser through a fizzler. Move ahead and reach the elevator to the next floor. Enter through the portals and move across the bridge. Once Blue has the reflector cube, Orange will want to stand on the left button again to lower the boxes. The DLC also adds the stick figure "Bendy" as a playable test subject, to avoid interfering with the storyline by having Chell test the community chambers. Put your orange portal at the end of the light bridge and your blue portal around the third section of the grill. There are five boxes in this maze that can be lowered with the left bottom, or raised with the right. Quickly switch around your portals so that the laser instead hits the top node, removing the danger. For this next puzzle Orange should set their first portal at the end of the light bridge and their second on the high wall on the left. Orange should move over to the button on the right and raise the boxes. Exit out of the beam to avoid the crushing machine and continue through the grill. Once again place your portals on the catwalk and bounce to pick up the next core to stick on Wheatley. Orange should now enter the new room made available to them and fire their red portal on the only white wall. For science. Orange should pass the sphere to Blue so that it doesn't have to be destroyed by the emancipation grid. Take the second jump to float into the tunnel's stream. Place your orange portal below the laser and your blue portal in front of the enemy turrets. She spitefully praises Chell to Wheatley, and his insecurities—hinted at, before—blossom into egotism. Replace the normal cube with the reflective one and place your orange portal on the far wall ahead. GLaDOS, insistent that she can't lie with only 1.1 volts of power, implores Chell to take her with her to put her back in her body and stop Wheatley from destroying the facility. Orange will now want to place one of their portals on the upper wall on the right, and their second portal on the wall behind the ground node. They should place one of their portals below both switches, causing Orange to juggle between both floors. Next, place your orange portal on the left wall and a portal above the turret facing away from you. Blue will want to set one of their portals next to the top of the lift and the other portal on any nearby wall. Point the laser over to the first node on the left to raise the spike trap. In the next large area place your blue portal above the stable section of the catwalk and your orange portal directly in front of the boarded up door. Place the box on the weighted button to lower the lift ahead. This article describes the Portal 2 storyline, chapter by chapter. When the flying orb smacks into the light bridge, Blue should place their blue portal on the incline. Also inspired by "Tag: The Power of Paint", the fourth Gel was named Adhesion Gel. In the next area, Blue should fire off their portal to block one side of the turrets. Walk through the portal to reach the next level and wait for your partner to complete the process. They would later use this footage of him climbing a pole to find these clues as part of another clue during the second phase. Place your blue portal below this drop to pass the jump goo until the second diagonal floor. It features a single-player story set after the events of Portal's story; and a brand-new Co-op game mode, featuring additional test chambers designed specifically for Co-operative play. Float to the other side and press against the button. Both Orange and Blue should set their portals to slam into the switches on the wall. GLaDOS spouts out information regarding the building, as well as attempting to trick Chell once more. Orange will want to step passed the grill and place both of their portals on both sides of the thin white wall overhead. Move straight down to the other end of the hall. This test course focuses on advanced "flinging" techniques, teaching ATLAS and P-body to not only form complex chains using all of their portals, but also timing to allow one to catch an object mid-fling when it is dropped by their partner. Exit back out to the main area and place your blue portal back above the catwalk. Once there put your blue portal on the other end of the light tunnel and press the button nearby. After separating from Wheatley and completing a series of tests revisited from Portal, Chell reunites with Wheatley and head to what they believe will be escape. Other hints were less direct, using online services such as Twitter and YouTube to embed clues. You'll want the light tunnel as close to you as possible for this next step, so readjust the beam if it's too far. Head back through your portals and run at top speeds to reach the switch, opening the door. This time some orange gel will break off in the far corner. Place a portal on the now white covered ceiling to land on the broken catwalk. Once there, Blue should switch their portal so that their purple is at the end of hard bridge and their blue is below the sphere dispenser. Throw down two portals close to the tube to send the paint out of its pen and to the two large pillars on the left. Now pick up the weighted cube and move to the main floor. GLaDOS attempts to destroy Wheatley with a logical paradox, but fails due to Wheatley's already-poor grasp of logic. Orange should now put their red portal on the other side of the wall that contains the purple portal. Enter the blue portal and walk across the bridge. Wheatley, now in the body of GLaDOS which has a built in euphoric response to testing, forces Chell to begin a series of tests to fill Wheatley's new found insatiability for testing. From this vantage point Blue will want to set their portals on the two inclines ahead and then use the jump pad. First press the switch on the left to open the door and grab the large disc on the right. Start by first riding the light up to the second level and placing your orange portal above. Grab the box and drop down the orange portal. Keep following Wheatley and take cover to avoid the enemies. Shoot your exit portal over the turrets on the right and step off the button. This will release a sphere that can be inserted to open the door to the elevator. The ARG's theme of potatoes is based on plot elements within Portal 2, specifically that for part of the game, GLaDOS's personality module is run off a potato battery.