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*-------------------*
| Table of Contents |
*-------------------*

Version History ................................................ (CSVH)
Legal Junk and Stuff ........................................... (CSLJ)
Intro and How-To ............................................... (CSIN)

Walkthrough .................................................... (FSWT)
        Pre-Game ............................................... (WTPG)
        Chapter 1 - The Courtesy Call .......................... (WTC1)
                Test Chamber A00 ............................... (C1R00)
                Test Chamber A01 ............................... (C1R01)
                Test Chamber A02 ............................... (C1R02)
                Test Chamber A03 ............................... (C1R03)
                Test Chamber A04 ............................... (C1R04)
                Test Chamber A05 ............................... (C1R05)
                Test Chamber A06 ............................... (C1R06)
                Test Chamber A06(b) ............................ (C1R6b)
                Test Chamber A07 ............................... (C1R07)
        Chapter 2 - The Cold Boot .............................. (WTC2)
                Test Chamber B01 ............................... (C2R01)
                Test Chamber B02 ............................... (C2R02)
        Chapter 3 - The Return ................................. (Coming soon!)
        Chapter 4 - The Surprise ............................... (Coming soon!)
        Chapter 5 - The Escape ................................. (Coming soon!)
        Chapter 6 - The Fall ................................... (Coming soon!)
        Chapter 7 - The Reunion ................................ (Coming soon!)
        Chapter 8 - The Itch ................................... (Coming soon!)
        Chapter 9 - The Part Where ............................. (Coming soon!)



Co-Op Walkthrough .............................................. (Someday!)
Easter Eggs .................................................... (Someday!)
Contact Me ..................................................... (coming soon!)


*-----------------*
| Version History | (CSVH)
*-----------------*

Version 0.2
 ~ Walkthrough up to The Cold boot complete
 ~ Delightful ASCII title graphic complete


*----------------------*
| Legal Junk and Stuff | (CSLJ)
*----------------------*

This is where I talk about how this guide is mine, see? Yeah, I wrote it, and
it took a lot of work, too. So please, remember, this text is copyright 2011
David Rapa, and it may not be reproduced, altered, sold, bought, traded for
sustenance, printed and used as wallpaper in a public venue, or included in
official government documents without my express permission and approval. Only
the sites listed below have permission to host this document. 

www.gamefaqs.com

But I give you full permission to tuck it under your pillow at night or to use
it as the holy book of your death-pact cult.

(Don't start a death-pact cult)

Other than my words, I own nothing. All trademarks and copyrights contained in
this document are owned by their respective trademark and copyright holders.


*-------*
| Intro | (CSIN)
*-------*

Portal 2. Long awaited by fans of the first, intruiging to those unschooled
in the art of thinking with portals. Yes, Portal is back, with all the wit
and brilliance of the first. It's also just as difficult, and full of new
tricks.


How to use this guide -
 First of all, let me give you a run-down on the break-down.


 *--*
 |:D| - These boxes denote sections of the guide, and you won't run into many
 *--*    of these. Don't let them intimidate you.


  ~~~
 ~n_n~ - These are a little more common. These denote chapter breaks in the
  ~~~      walkthrough, and there are about seven or eight of these buggers.


 [:o] - These you'll see a lot. I use these to break up the sometimes vague
          room subsections, and they're largely my own divisions. I try to 
	  stick to room divisions the game makes whenever possible.


 Now, next to any of those headers you'll see a 4 or 5 letter code in
 parentheses. If you're stuck at a particular part of the game, locate that
 room in the table of contents and do the following: Open the search function,
 ctrl+f on Windows, and copy the code from the ToC. Paste that code in the
 search box, and hit the search button. If all goes according to plan that'll
 zip you right on  down to your current location and all your problems will
 be solved and your prayers will be answered.


Now that that's out of the way, go ahead and start up a new game, and let's
jump right in.




*-------------*
| Walkthrough | (FSWT)
*-------------*

 ~~~~~~~~~~ 
~ Pre-game ~ (WTPG)
 ~~~~~~~~~~

You'll start out in a salmon-pink hotel room of a most depressing hue for your
controls rundown and introduction. Follow the instructions of the disembodied 
voice; looking up, down, and at the painting when prompted, and then head back
to bed. Honestly, if you need a walkthrough for this, it's time to stand up, 
walk away, and beg your parents for some ice cream, because you're probably
four and you'd enjoy that more than this game.

 ~~~~~~~~~~~~~
~ CHAPTER ONE ~ (WTC1)
 ~~~~~~~~~~~~~
 - The Courtesy Call -

You wake up once more in the same room, to find that some things have changed.
Go ahead and take in your surroundings for a second. I'll be encouraging that
at many points during this walkthrough, as many of the environments are simply
stunning. This is not one of those environments. But now that you've done it,
it was good practice, yeah?

In any case, go ahead and walk to the door when you feel ready. I'd advise
waiting just a moment in order to get used to the voice jabbering at you, as
he'll be your only companion for the forseeable future.

Once you've followed your spherical friend's simple instructions, go ahead and
enjoy the theatrics. Don't worry too much about finding a safe place to stand,
your life is equally threatened everywhere in the room.

Once your relaxation chamber has come to a stop, go ahead and jump through the
hole in the wall and fall on down through the glass floor to find yourself in
what is, if you played the first Portal, a very familiar room, with some very
unfamiliar floral encroachments.


[ Test Chamber A00 ] (C1R00)

Go ahead and wait for the voice to stop, and then run on up to the newly
created orange hole in the wall. Take a second to look through at yourself
and familiarize yourself with the young, silent Asian woman whose persona you,
the player, have adopted, and then run on through. Head down the hallway and
through the door, finding yourself face to face with several things that will
become very familiar to you, the weighted storage cube and large red button.
Saunter on over to that cube and show it who's boss, unleashing your fury in a
torrent of picking up and dropping. With the cube on the button, the door will
open, and you can pass on through.

Take note of the field of what looks like blue plasma or electricity covering
part of the hallway, that's an Emancipation Field. Those destroy anything you
try to carry through them and get rid of any portals you've created. For the
most part they just cover doors out of test chambers for now, but later on,
they'll be factoring heavily into some puzzles you'll face.

Head on into the elevator room where many of the test chambers will be ending
and look around. The walls are covered with screens which often display
humorous videos or graphs. Once you're done, head on into the elevator itself
and get ready for room two.


[ Test Chamber A01 ] (C1R01)

Take a second, before dropping down off the ledge and into the room, to look
around. It's always a good idea to get an idea of what the layout of the room
is before doing anything. Here, we have three sub-rooms walled off with glass.
The one on the left contains a large button, the one on the right contains a 
storage cube, and the one in the center contains the door out. In front of all
three there's a small button on a pedastel.

Right on. Let's get to work.

Hop down. As soon as you hit the floor, you'll hear a sound behind you. That's 
an orange portal going up. Run over to the sub-room on the right and hit the
button, which opens a blue portal inside the sub-room. Run on through the
orange portal, grab that cube with the fury of a thousand suns, and run out.
Leave the cube by the orange portal, and go hit the small button on the left,
opening a portal to the sub-room with the big button in it. Grab the cube
again, go through the portal, and take the cube over to the big button,
letting nature take its course.

With the button held down, we can see the door behind sub-room three open up.
Run back out and hit the center small button, moving the blue portal to the
sub-room in front of us. Back through the portal once more - there's a lot of
that in this game - hang a left, and go down the stairs and into the elevator.


[ Test Chamber A02 ] (C1R02)

Coming out of the elevator, you'll see the first example of those video screens
I mentioned earlier on your left. That noted, run on into room two. 

We meet our old spherical friend once more , and from here on out, listen to
everything he says. Not because it's useful, necessarily, but because it's
freaking hilarious. 

Run into the room with the portal gun pedastel. Go on, I'll wait.

You now find yourself with significantly less floor than you had expected. This
is a recurring theme.

Just when you've found your sky legs you'll be on the ground once more, with
nifty little scribbly arrows telling you exactly which direction you need to
take. No use ignoring them, there's only one way to go. 

Down the hall you'll find yourself in a room with some truly spectacular art on
the walls. Take a minute here to look through them, they're quite interesting.
Once you've had your fill, grab the portal gun in the center, hop down, and 
throw up a portal on one of the walls. Walk through it and hang a right, up the
collapsed catwalk. 

Follow the hallway until the only way to go is through a broken window and down
a small drop. An orange portal has been created across a small chasm, so put a
blue one up near you and stroll through. Take a left, and you'll see another
chasm. Shoot your blue portal up on the other side of it, turn around, and go
back through the orange portal. The door will open, and you can head once more
to the elevator.


[ Test Chamber A03 ] (C1R03)

Inside room 3, you'll see a button, an orange portal to the right, and a large
pit with cube dispenser in front of you. The button opens the door, but we need
one of those cubes in order to hold it down. Walk up to the pit and one will
fall down into it. No need to go down there yourself, just shoot a blue portal
underneath wherever the cube ends up and it will roll right through the orange
portal behind you. 

Create some hot cube-on-button action and the door slides right open, bringing
an end to this short room.


[ Test Chamber A04 ] (C1R04)

Survey room four. It contains the following: Two large buttons, two raised
platforms, one with a portal and one with a cube, and a pit against the back
wall, containing one more cube.

Hmm. Two buttons and two cubes. I smell a plan forming.

Go ahead and shoot a blue portal underneath the cube in the pit, letting it
roll out onto the platform on the left. Shoot a new blue portal on the wall to
your left, walk through it, and toss the cube off the side of the platform.
Shoot another blue portal onto the wall behind the cube on the other raised
platform and go back through the orange portal behind you. Toss that cube down
towards the buttons as well, jump down, and place both cubes in their
respective button-shaped receptacles, thereby opening the door.

Head through that door to find yourself sealed in a room. Look up, however, and
you'll see that an orange portal has been created for you. Shoot a portal
beneath yourself, fall through, and you'll destroy what was once the ceiling.
It's alright, however, as you can still walk up it to the room above.

If you're interested in some graffiti, take a right and go up the stairs and
into the room. The art is on the left. If not, disregard the stairs and go
around the collapse and through another door, taking you to the elevator room.


[ Test Chamber A05 ] (C1R05)

Room five's entrance is blocked, but never fear, a handy orange portal has been
created for you inside. Drop a blue portal beneath yourself and look around the
room.

To your right is a large red button, and the blocked entrance is beyond that.
Behind you is the orange portal you came out and a small red button. To your
left, you'll see a raised platform with the exit in the wall. In front of you,
there are two small buttons on the raised platform, a tilted platform suspended
above the goop below, and the cube dispenser with a platform below it.

This is our first introduction to that goop down below the testing area, and
it's quite deadly. Avoid it, it's like taking a swim in a sewage treatment
plant's holding tank. Bad idea.

First things first, let's get that big button pressed. Run over to the cube
dispenser platform and drop a portal beneath that bad boy. Back below the
orange portal is that small button. Press it and a cube will drop through the
portal and come sailing over your head. Let that cube and the big button get to
know each other a bit, and what was an unreachable cliff before now has stairs
leading up to it, near the exit door.

Up those stairs we find another large button, previously hidden from view. Why,
it seems we need another cube. Not to worry! High up above the tilted platform
is yet another cube dispenser, ready and able to meet our needs.

Now, before we get it, let's find out what the small button on the right does. 
Press it, and you'll see that part of the floor near the first button tilts
upward for a second and then goes back down. We'll need to time that one
correctly. 

Shoot a portal onto the tilted platform above the goop, and press the button on
the left. Watch in dismay as that cube flies out of the orange portal, over the
tiltable platform, and into the goop.

What we need to do here is time things correctly so that the cube comes out of
the orange portal while the platform is up. So, press the button on the left 
and then quickly hit the one on the right. 

The cube should be stopped dead. Run over and grab it, toss it carelessly onto
the big button up next to the door, and head to the elevator.

As a note, when you enter the elevator, the disembodied voice, in the course of
his normal useless rambling, will say that personality constructs remain
functional at as low as 1.1 volts. It's not necessary to remember this, but,
keeping it in mind does provide interesting perspective much later on.


[ Test Chamber A06 ] (C1R06)

This chamber starts in a pit. That's no way to observe your surroundings, so
fire a portal at one of the walls and walk up to it, but don't fall through
yet. Take a look at the room first. There's a pit directly in front of you, a
cube in a cube on the left, and the button and door at the other side of the
room. Go ahead and fall down, then drop a portal at the bottom of the pit. Hop
down through it and you'll shoot out of the orange portal and across to the far
side of the room. Keep this concept in mind, it's a test subject's best friend.

Once you land, walk over to the cube-in-a-cube and fire a portal through the
hole on top to drop the storage cube out of the orange portal. Jump down, put
the blue portal back at the bottom of the pit, and drop the cube in it. It
will shoot out above and land on the upper platform. Do the same yourself once
more, initiate the cube-to-button process, and walk through the door to the
next chamber.


[ Test Chamber A06b ] (C1R6b)

Once again the pit drop momentum transfer concept is at work here, and this
time it's the orange portal that's in the pit. To the right of the pit, there's
a big red button hidden behind a pane of glass, and behind the pit, up in the
wall, is the exit door. To the left of the pit are a series of levels, with a
cube resting on one of them. Finally, to your left is a titled plate.

Look around the room once more to get a feel for where portals can be placed in
here and where they can't, then drop your portal on the tilted platform on the
left and drop into the pit and through the orange portal, landing you on the
level above the cube. Pick it up, and hop down to your left. Throw the cube up
onto the landing with the hidden button, and then put a portal up in the wall
the entrance door is in so that when you fall through it will land you next to
the cube you just tossed. Jump into the pit once more.

Insert cube into button apparatus. You'll see a platform created under the
exit. Adjust your portal location so that it will toss you onto that platform,
jump into the pit once more, and stroll through to the elevator.


[ Test Chamber A07 ] (C1R07)

Walk into the room to hear a familiar voice calling to you from the far left
corner. Sprint over and give him a friendly nod. Do as he says and pop a portal
onto the far wall, then drop through the orange portal to meet him.

He'll ask you to try to catch him, but it's impossible to. Even if you position
yourself so that he lands on you and doesn't roll off until you move, he'll
still hit the ground with a thud, and only then will you be able to pick him
up.

To the left of where he dropped a section of the wall will slide open and there
will be a socket where you'll be able to plug him in like a Glade air
freshener.

Turn around for a second and he'll open the path for you to continue on.

Just follow the only available path for now, taking note of one of the most 
heartbreakingly sad lines of dialogue in the game from a stranded turret in
the tube on your left.
 
Once you've passed through the bridge you'll find yourself in an open room
with the husk of an old friend from the first Portal sitting on the floor.
She's not doing much these days, so walk on past her and the incinerator hatch
and follow the arrows to a stairwell. It's in bad shape, but those things on
your feet mean falling isn't an issue, so hop on down.

Continue on along the only path available to you until you reach the main
breaker room. Let him talk for a minute, then go ahead and plug in our
spherical friend once more and enjoy the ride.

Uh-oh.

After you land, follow the path GLaDoS clears for you, leading you to, at long
last, the dual-portal gun. Grab it and fire a portal at the ceiling ahead of
you, through all the junk, then turn around and drop the other on the wall.
Go ahead and walk through and take a right, where your path is blocked again.
A liberal application of portal on both sides of the obstacle will easily
allow you passage. 

After the left turn GLaDoS will once again clear the path, this time by
exposing a tile of white stone on which you can fire a portal, up above, in
order to get up over the cliff.

After another turn there is a raised area to your right. Portal up to it and
look across the pit that you were walking through and portal over to that area,
taking the upper path out of it. Follow the hallway and, eventually, head into
the elevator, taking you to...

 ~~~~~~~~~~~~~
~ CHAPTER TWO ~ (WTC2)
 ~~~~~~~~~~~~~
 - The Cold Boot -

Thus begins a series of tests once again administered by the omnipresent voice
of GLaDoS.


[ Test Chamber B01 ] (C2R01)

Walk up to the midpoint of the room, and GLaDoS will fix up the room, allowing
you to complete it. Walk over to the movable platform near the door, and then
put one portal under the laser and another in the ceiling above the the laser
sensor, so that the one hits the other. This will raise the platform below you
allowing you access to the door, and the elevator.


[ Test Chamber B02 ] (C2R02)

Start by jumping over the laser. All that practice in your relaxation chamber
finally comes in handy, doesn't it? Take a look around. In one corner we have a
button near the door, and in the other there's a cube dispenser blocked by
debris. Portal through to bypass the debris, and grab the mirror cube, one
we've not yet encountered. You can ignore the small button in here, all it
does is drop another cube and destroy the one that's there.

The mirror cube will redirect any laser that it comes into contact with, based
on where you're looking, so take that cube you grabbed back through your portal
and plop it down right in the path of the laser. Position it so that the laser
contacts the sensor, and set it down, making sure it's sitting on the white
floor, which can be portaled.

Go ahead and walk up the stairs we've just created. Drop a portal in the floor
near the door and another beneath the cube down below. Grab it when it falls
through, and introduce the large button to a new sleeker, sexier form of cube
love. Walk through the door and to the elevator.



---
More coming very soon.
4/20/11 - Version 0.2 - Singspike - singspike@live.com