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Portal Alive Kicking Alive Kicking achievements

Nine Steam unlocks. Do not open achieve.bsp to farm them.

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Achievements

Steam lists nine achievements for Portal: Alive & Kicking. That is fewer than original Portal’s fifteen and far fewer than Portal 2’s pile. A community guide titled the set with a spoiler warning for story-related unlocks appeared on the board within hours of the 28 August 2026 launch. This page is the wiki version: how the nine likely sit on the campaign, what you should not do in the console, and where to go when a map named like an achievement tries to eat your save.

We will not invent official achievement titles that Steam has not printed in a public list we can quote. If the in-game overlay shows different names tomorrow, trust the overlay. The beats below follow the original Portal grammar this remake ships: dual portal gun, companion cube, turrets, Advanced remixes, GLaDOS. Pair it with the walkthrough for chamber numbers and how to beat GLaDOS for the ending.

Do this first

Play a clean story run. Several original Portal unlocks were story-gated (pick up the second portal colour, incinerate the cube, survive the boss). Alive & Kicking is a remake of that campaign, so expect at least a cluster of unmissable story ticks if you finish Chambers 00–19 and the escape without cheats.

Turn cheats off. Source achievements traditionally refuse sv_cheats 1. If you noclip to look at a catcher in Chamber 17, reload a clean save before you care about the overlay.

Do not console-load achieve.bsp. Launch-day testers warned against that map by name. It is not an achievement menu. It is a way to skip the story and brick a save. The known issues page repeats it; this page is why people look it up.

Story-shaped unlocks

Treat these as the likely automatic set. Names may differ in the Steam overlay.

  • Portal gun complete. Original Portal’s Lab Rat analogue fired when you received the second colour. In Alive & Kicking that beat still sits around the mid campaign when you own blue and orange together. See how to play if you are still firing one colour.
  • Companion cube. Chamber 17 is the cube’s chapter. Original Portal’s Fratricide analogue fired when you did what GLaDOS asked. If an unlock does not pop, finish the chamber legally — do not leave the cube in a pellet lane that softlocks.
  • Turrets. Chamber 16 is the shooting gallery. Knocking them over, carrying them, or grilling them is the grammar. An unlock here is usually incidental if you clear the room.
  • Story complete. Beating GLaDOS should close the set’s story column. If the overlay is silent after credits, verify Steam is in online mode and you launched the remake from Steam, not a copied portal2.exe.

Advanced and the leftover slots

Nine minus a handful of story ticks leaves room for Advanced and challenge-style goals. Original Portal scored medals on time, steps, and portals. Alive & Kicking has not published a public medal table. Until it does:

  • Clear advanced chambers once. If an unlock wants “all advanced,” that is the encore, not the story.
  • Elite maps are not in 1.0. The launch post listed them as future free content. Do not hunt an Elite achievement that does not exist yet. Watch release notes.
  • Speed and portal-count unlocks, if they exist, will be easier after you can fling without thinking. The tier list tells you which rooms to practice.

If Steam’s overlay shows nine grey boxes and you have finished story plus Advanced, you are waiting on a missable or a broken save — not on Elite.

Missables and second runs

Original Portal hid radios for Transmission Received on a second playthrough. Alive & Kicking’s store copy talks about retcons and extra details, and testers mentioned an ARG thread. That is not proof the nine include a radio hunt. If you see a radio with a red LED after credits, park it and check community posts — then come back here when the mechanic is confirmed. Do not skip GLaDOS to hunt Easter eggs on a first save.

Cameras, turrets through grills, and “never get shot” style goals were Still Alive / original extras. If one of the nine matches those verbs, Chamber 16 and the escape are the farms. The controls page is how you pick a turret up without spraying the room.

Technical unlocks that are not achievements

  • Launching the game is not an achievement. If Steam will not add the title to your library, that is the missing-button issue on troubleshooting, not a locked overlay.
  • Finishing a map with -threads 1 is not an achievement. It is a crash workaround.
  • Opening achieve.bsp will not grant the nine. It may delete the weekend.

How to 100% without a spoiler spreadsheet

  1. Install with getting started. Cheats off.
  2. Story run through the walkthrough and GLaDOS. Screenshot the overlay after credits.
  3. Advanced run. Screenshot again.
  4. Compare the two screenshots to the nine boxes. Whatever is still grey is either missable (second run, specific verb) or blocked by a known issue.
  5. If a box stays grey after a legal Advanced clear, file it as a bug next to known issues rather than a skill issue.

Alive & Kicking is single-player. There is no second gun to boost you into an unlock. Nine boxes, one Chell, one incinerator.

FAQ

Frequently Asked Questions

Quick answers for testers stuck in Aperture.

How many achievements does Alive & Kicking have?

Steam lists nine. That is fewer than original Portal. Do not expect the full 2007 list.

Should I open achieve.bsp for unlocks?

No. Launch-day testers warned against that map. Play the campaign and advanced chambers.

Are elite maps required for 100%?

Not in 1.0. Elite bonus maps were promised as later free content on the release notes.

My overlay did not pop after GLaDOS. Now what?

Confirm you launched from Steam, online, no cheats, and that the save actually reached credits. Then check known issues before replaying the boss.