Portal 2: Top 10 Test Chambers

Brain training.

Which one was it for you? Most of those who've made it through to the end of Valve's brilliant sequel will have encountered at least one test chamber whose solution remained so unfathomably elusive as to induce genuine despair.

Few puzzle games more skilfully manage and manipulate the player's emotional experience, capable of transforming us from humbled dolt to crowing genius in the space of a couple of trigger pulls.

Like that other notorious cortex-molester Braid, the solution in Portal 2 is always staring you in the face. It doesn't half make you feel stupid until you work it out, but Valve's environmental cues are often subtle enough to encourage the belief that your escape ranks alongside the discovery of fire in the pantheon of human achievement.

In recognition of this we've picked out the ten chambers we found most challenging, memorable and just plain great during our single-player playthrough. And, for those of you yet to beat the game in its entirety or keen to relive the moment from another's perspective, we've also captured the solution to each.

In short, these are the puzzles that left us bewildered, frustrated and awe-struck in equal measure – and filled with admiration for Valve's fiendish ingenuity.

This, of course, only represents our experience. We'd love to know how it was for you, so please let us know your standout, synapse-busting moments below. Meanwhile, here, in reverse order of misery/joy is our top ten.

And, if you haven't played Portal 2 yet then, y'know, spoilers.

10) Chapter 6-3

The further you get in the game, the better you get at it. Looking back on this chamber after completion, it all seems so blindingly obvious. But that just shows the extent of the brain-rewiring process you've undergone.

This test provides the first stiff challenge using Repulsion Gel. The key is to grasp the difference momentum makes when landing on blue paint: it's the only way to make it across the long gap toward the exit. And at this stage in the game, it might take longer than is respectable to hit upon the solution.

9) Chapter 7-4

"If life gives you lemons, make lemonade". As the archived meanderings of former Aperture Science CEO Cave Johnson echo around the facility, the game serves up its first big Conversion Gel test.

The introduction of the new gel requires yet another rethink of your approach, calling for something straight out of the Jackson Pollock school of painting. And the more OCD-inclined gamer may find themselves (as we did), fastidiously whitewashing every last pixel before eyeing the solution high up in the towers.

"If life gives you lemons, don't make lemonade. Make life take the lemons back! Make life rue the day it thought it could give Cave Johnson lemons!"

We've picked out the ten chambers we found most challenging, memorable and just plain great during our single-player playthrough. And, for those of you yet to beat the game in its entirety or keen to relive the moment from another's perspective, we've also captured the solution to each.

In short, these are the puzzles that left us bewildered, frustrated and awe-struck in equal measure – and filled with admiration for Valve's fiendish ingenuity. This, of course, only represents our experience. We'd love to know how it was for you, so please let us know your standout, synapse-busting moments below. Meanwhile, here, in reverse order of misery/joy is our top ten.

And, if you haven't played Portal 2 yet then, y'know, spoilers.

8) Chapter 7-1

To prepare you for the game's later stages, where you'll be combining each and every mechanic Portal 2 has to offer, Valve likes to focus on each one in turn to brief the player on their full range of possibilities.

The first part of this chamber is all about Propulsion Gel. Spraying it to carry Chell over a ramp is clear enough; building up enough speed to burst from the floor and press a button suspended high in the air may take a little more figuring out.

7) Chapter 8-4

The test begins with a dramatic set piece as Wheatley wedges two chambers together. This bodge job leaves a gap traversable only via light tunnels, and on top of that you've got to factor in a cube that needs to come along for the ride.

The final piece of the puzzle requires the cube to be floated up against a button high on one wall to release the door. It's the clever narrative set-up, with its suggestion that Wheatley is making up tests on the fly, that makes solving it that much more satisfying.

6) Chapter 4-2

Most of the real mind-benders are reserved for the latter stages of the game, but this chamber is one of the most gruelling encounters before Wheatley's corruption.

The sheer scale of the chamber takes time to digest, and a patient, methodical approach is needed to proceed through each step of the multi-part puzzle. The video shows a relatively speedy solution that belies the frustrated torment of our first attempt.

5) Chapter 8-10

The end is nigh. Clever deployment of light tunnels secures the cube easily enough (you're a pro by now, right?). But the real mind-slam comes from working out how to cross the vast gulf leading, you hope, to the exit.

All the familiar elements are there before you: but it's the revelation that Propulsion Gel can be carried via the light tunnel that provides this chamber's eureka moment. It's knowledge that will come in handy come the final test.

We've picked out the ten chambers we found most challenging, memorable and just plain great during our single-player playthrough. And, for those of you yet to beat the game in its entirety or keen to relive the moment from another's perspective, we've also captured the solution to each.

In short, these are the puzzles that left us bewildered, frustrated and awe-struck in equal measure – and filled with admiration for Valve's fiendish ingenuity. This, of course, only represents our experience. We'd love to know how it was for you, so please let us know your standout, synapse-busting moments below. Meanwhile, here, in reverse order of misery/joy is our top ten.

And, if you haven't played Portal 2 yet then, y'know, spoilers.

4) Chapter 7-2

Portal 2 is at its best when it delivers huge tests, set across – at first sight – numerous unconnected sections. The scale of it is overwhelming, leading to the daunting question: 'How exactly do I get over there?.'

And no sooner have you figured out the necessary Propulsion/Repulsion combo than you're presented with an entirely new perspective on the puzzle - and you realise you've got to be even smarter to make the final long leap to the exit.

3) Chapter 8-8

Oh, Valve, you cunning buggers. In a title not exactly short on great moments, the sheer craft and intricacy of this chamber stands out. So much is crammed into the (relatively) confined space, played on by the developer in Wheatley's instruction to solve it "ten times faster" than normal. Good luck with that.

And when the chamber is finally bested, Wheatley delivers the delicious line: "Why are you making it so hard for me?!"

2) Chapter 8-11

The final test, and by now you have been conditioned to realise that nothing is ever as straightforward as it seems in the world of Portal. The set-up may appear tantalisingly routine, but you know better than that.

Success here is measured by how long it takes to turn your mind inside-out until it stumbles upon a game-changer: reverse the flow of paint! We can confirm that this took us so long to figure out that we literally punched the air with joy when it was finally completed.

1) Chapter 7-5

Portal 2's greatest test is also its largest and most dramatic. Dizzying in scale and substance, this chamber (somehow that word doesn't do it justice) tasks the player with scaling a massive structure via great leaps and thrilling free falls.

All three gels must be utilised in concert to reach the top, only to then discover that you must climb higher and higher in a shower of Conversion Gel before emerging into a second huge area and finally ascending through a giant hatch in the sky. Magnificent.

Comments (38) Latest comment 12 months ago

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  • ecureuil #1 1 year ago

    This is a fairly accurate list I'd say. Though 8-11 was the stand-out chamber for me, after finishing the game it's the one that stood out as the best.
  • andy06 #2 1 year ago

    I remember the chamber you have ranked 1 disorientated the hell out of me when I was on the platform with the 'Caution: Watch Your Step' sign (4m in the video) ! I literally had no idea which way was up.
    Edited by andy06 at 25/05/11 @ 08:32
  • Softie2k #3 1 year ago

    I didn't feel that inspired by Portal 2's chambers tbh. The middle section of the game bored the hell out of me and it was a real slog to get to the final chambers.
  • AcidSnake #4 1 year ago

    I never really got stuck as such, but there were a few times I was slowed down a bit, mainly because I hadn't seen a piece of architecture before...One thing I do really regret Valve did was inclined slopes...If you ever stumbled upon an inclined slope it was always used for flinging yourself out of them...Not once IIRC do you find an inclined slope that is just part of the architecture...
    Can't wait for the DLC!
  • figaro7 #5 1 year ago

    Have to agree with the number 1, i had to check youtube to work it out and after i watched it, felt completely stupid as i missed the portal wall in the above ceiling.... As much as i enjoyed the current day aparture, the 70's aparture and the leadup to it was near perfect.
  • berelain #6 1 year ago

    Pointless article is pointless.
    Edited by berelain at 25/05/11 @ 08:50
  • captain_Carl #7 1 year ago

    Didn't find any of these that hard really.

    The one that really stumped me was very near the beginning of the game. The one that's "looking pretty goooood" according to GLaDOS.

    EDIT: my mistake. (9) gave me some problems, but not half as much as the previously mentioned chamber
    Edited by captain_Carl at 25/05/11 @ 09:17
  • marmaduke #8 1 year ago

    You missed out the brilliant early one where you have to redirect lasers into three different switches. It's really small put it's wonderfully designed.
  • username84 #9 1 year ago

    @berelain

    Pointless comment is pointless.
  • CaptainQuint #10 1 year ago

    Anyone who used YouTube to beat a puzzle missed the point of this game completely.

    The whole point of Portal is to feel "stuck"; before eventually overcoming the seemingly impossible. The sense of victory after "defeating" a puzzle is one of the most profound in games.
  • berelain #11 1 year ago

    Just airing my thoughts on what looks, feels, and reads like a blatant advertising piece for a game that EG has been heavily pushing - even down to that innocuous-looking "PORTAL 2 10/10" tab at the top of the homepage.

    Don't get me wrong, I like Portal 2. But this article just feels like an advertising hits-grabber to me.
    Edited by berelain at 25/05/11 @ 09:36
  • astagg #12 1 year ago

    Out of the single player the only one that I had to really sit back and think was 8-11. I must say that I felt a bit more satisfaction in doing the co-op especially when our vent server crashed halfway through and we realised how key the communication was.
  • Bulbatron #13 1 year ago

    The No. 1 chamber on that list was the only one which completely bamboozled me to the point that I had to ask somebody for help, only to discover that the solution was one that I'd already considered and rejected without trying it.

    Moral of the story? No matter how silly you feel - TRY EVERY POSSIBILITY YOU THINK OF!
  • CaptainQuint #14 1 year ago

    Single player is clever, but co-op can be downright evil!
  • LittleMousy #15 1 year ago

    I really liked this article. I'm not a massive puzzle fan, tend to get frustrated but sticking with them until you solve them without help, especially the hardest ones, is so satisfying.
  • Toothball #16 1 year ago

    Curious list. I don't think many of them kept me busy for that long, but I did rush through it a bit. Been meaning to go back and check out some of the commentary at some point, but I can take some time over that.
  • Snufkin #17 1 year ago

    Great list!
    SPOILERS - My favourite was actually in co-op, chapter 4 I think. There are two angled platforms on either side of a huge gulf and a slim bridge in the middle. Me and my mate were flinging each other across the gulf but kept flying over the bridge. We needed something to stop us mid-air over the bridge but there were no hardlight bridges or anything else to use.

    Then it hit us - we needed to fly from opposite ends at the SAME TIME and slam in to each other right in the middle! We both came upon the realisation at the same moment and when we pulled it off first time we genuinely hi-fived in real life, then made our robots do it. I think this was the only time in the whole game where you used your co-op buddy as an actual part of the environment. It will remain one of my most memorable gaming moments for many years!
  • StooMonster #18 1 year ago

    My trouble with some of the puzzles was that I would over-think them, and try super complex approaches when in fact the solution was far more simple. :)
  • Snufkin #19 1 year ago

    Funnily enough, reading through and watching those videos - I hardly remember any of those puzzles. And I take this to be a good sign, meaning that in a few months I'll be able to come back and replay the whole game almost as if for the first time. I found this to be true with the first game too. Going back to it just before the release of Portal 2 I realised that I had simply forgotten the puzzles, even if I came to the conclusions a lot faster than the first time around.

    Anyone know when the DLC is due out or when we can expect to start seeing user-generated levels?
  • Tomo #20 1 year ago

    Think 8-11 was the one that stuck in my mind too. Very difficult to pin down one as the greatest, but I definitely remember that one first of all when I think of the game.
  • A-Trak #21 1 year ago

    The whitewash room had me stuck for about an hour.
    Every inch of that room got a lovely white coat in rage before I clicked what to do.
  • arcam #22 1 year ago

    Anyone know when the DLC is due out or when we can expect to start seeing user-generated levels?

    User-made maps here: [link url=http://forums.thinkingwithportals.com/downloads.php?cat=5&sid=32e3f3dd630178cb5959a1534451974e
    ]http://forums.thinkingwithportals.com/do...[/link]

    Haven't played any because I just finished co-op last week, so I don't know what they are like.
  • rogueJT #23 1 year ago

    8-11 probably took me the longest as well. Think I randomly discovered the paint could be reversed.

    Otherwise it was plain sailing.

    BTW, is a headset mandatory for online co-op as I've yet to try.
  • Snufkin #24 1 year ago

    @arcam
    Thanks for the link.
    Sorry for the incessant questions, but do you know if these are playable on PS3 through Steam? I haven't tried it yet I must admit, but will do when I get home!
  • captain_Carl #25 1 year ago

    @rogue

    i think you'll struggle without a headset. Me and my co op partner spent a lot of time discussing different ideas. Would be much harder without headset
  • arcam #26 1 year ago

    @Snufkin

    I'm not sure, but looking around unfortunately I think not. At least for now.

    As I understand it they would be compatible with the PS3 version, but they would need to be packaged up by Valve to get them, whereas the PC files can just be downloaded from anywhere and dropped into your installation folder.

    But seeing as the SDK has only been out for a couple of weeks, I think it bodes well for the future.
  • f01re #27 1 year ago

    Oddly enough I had no problem with the test rooms themselves but got stuck getting between them in the bowels of Aperture quite a lot.
  • Golgo #28 1 year ago

    Damn, this makes we want to play through again (although arguably the finest puzzles are in coop?). Can't wait for the DLC, which is not something I often say about games.
  • Mr.DNA #29 1 year ago

    @Toothball: "Been meaning to go back and check out some of the commentary at some point, but I can take some time over that."

    Playing through the game again specifically for the developer's commentary is a real slog. The puzzles themselves aren't terribly interesting the second time around, and you can go through chamber after chamber without hearing any commentary whatsoever. Some chapters have a mere minute or so of commentary in their entirety, and given that you can't save this means that you end up spending an inordinate amount time playing through levels that you'd rather not, as the commentary nodes that you think must be just around the corner never actually appear.

    There are some good commentary compilation videos on YouTube- that's the better option in my book.
    Edited by Mr.DNA at 25/05/11 @ 12:48
  • sickpuppysoftware #30 1 year ago

    The one I got stuck on wasn't a puzzle room as such. It was the one in old aperture when you see the crow fly away. I spent hours flinging myself to death, crawling places I clearly wasn't supposed to go. I'd have banged my head against the wall if there wasn't a portal there.

    I finally twigged I needed to go back indoors the way i'd just come.
  • MTK1984 #31 1 year ago

    8-11 was the most difficult room for me, but I agree that 7-5 is a work of genious as well. Awesome game and can't wait for free DLC with extra chambers.
  • Edawan #32 1 year ago

    8-8 isn't the one that took me the longest to figure out, but it's the one that made me feel stupid the most. The room seemed quite simple but I couldn't figure how to get to the prism cube.
  • stryker1121 #33 1 year ago

    One thing I learned to do in Portal 2 is check every bit of architecture before trying to solve the puzzle. That first conversion gel test gave me fits b/c I didn't take the time to look at every space in the chamber, and didn't notice a couple of platforms off to the side. Second thing about this game is that unlike the first Portal, there's not many moments where good videogame reflexes overshadow simply thinking things thru. You don't need to quick-trigger a couple of portals at once while flying thru midair..step back, look around the chamber and the solution will present iteself.
  • Iain815 #34 1 year ago

    Some of the user made maps already are brilliant and have kept me occupied for couple of hours.

    This is where the games short length (to some people) will start to pay off.
  • Mysjkin7 #35 1 year ago

    Why is Softie2k (#3) getting negged? He/she is just voicing an opinion, and is neither rude or stupid.
  • figaro7 #36 1 year ago

    Agree on the old aparture science going back inside! Didnt click, over and over again, turned around, knew the crack was there but didnt think to portal through it! Another one that got me stumped, there was a ladder, some big pillars and you'd just come up from some blue gel, i used portals to repel to this pilar with a metal frame structure, having to get to the other side it wasnt a good while until it clicked. Get some repulsion gel on the bloody thing! Many head shaking in disgust on that one!
  • AkralC #37 1 year ago

    I totally missed that high ledge in 7-4 and solved it in a completely different way. I positioned the portals opposite each other so I could free fall and build up speed then went around falling up and down between them to land on the platform. I made it so much more difficult for myself.

    Love this game. I was so dissapointed when I finished it and PSN was still down so I couldn't play co-op.
  • Dr_Wookiee #38 12 months ago

    Not sure if it's on here but I absolutely loved the one where you had to split 1 laser beam into 3 to hit the 3 sensors. Simple but wonderful ... just so Portal...