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Portal Alive Kicking Alive Kicking advanced chambers

The same rooms, less mercy, and elite maps still on the way.

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Advanced Chambers

Portal: Alive & Kicking ships the original campaign and its Advanced chambers. The store page is explicit: the 1.0 release is that pair, with more free content promised later. Advanced is not a new story. It is the late test course rebuilt so the cheese you used on a first clear no longer fits. Play it after you have beaten GLaDOS, or at least after you can fling without thinking. If Chamber 10 still surprises you, stay in the walkthrough.

What Advanced actually changes

Original Portal’s Advanced maps (typically 13–18) strip extra cubes, shrink portalable surfaces, add turrets, or force a tighter fling. Alive & Kicking’s versions sit in the same tradition, painted with Portal 2 panels. Expect:

  • Fewer cubes. If a story room gave you two, Advanced may give you one and a pellet.
  • Meaner turret sightlines. The remake’s lighting already makes Chamber 16 look sharper in screenshots; Advanced will not dim the lights for you.
  • Portalable patches that are one panel wide. Zoom (F) from the controls page is no longer optional.
  • Fling chains with no recovery ledge. A missed air portal is a full restart of the room, not a small hop.

The physics do not change. How to play still applies. You are graded on cleanliness, not on a new mechanic.

How to approach each remix

Clear the story room once with the intended line so you know which trick the Advanced designer is punishing. Then:

  1. Inventory the toys before you fire. Count cubes, buttons, turrets, pellets.
  2. Park a permanent exit on the hardest-to-reach legal wall. Recycle the other colour.
  3. Never carry a cube through a grill “to see what happens.” Advanced droppers are stingier.
  4. Manual save at the chamberlock. Launch-week saves were unreliable even on story maps.
  5. If a pellet catcher looks misplaced, stop. Story Chamber 17 already had a reported softlock; an Advanced cousin can inherit the same geometry bug. Check known issues.

Chamber 18 Advanced is the boss of this mode. If you softlocked 18 in story, you will softlock it faster here. Keep a save from the previous grill. The tier list ranks story 18 at the top for a reason.

Elite maps and other future tests

The 28 August 2026 launch post said to look forward to continued updates, including elite difficulty bonus maps, a downloadable soundtrack, and bug fixes. Elite is not in the Advanced menu until it ships. Do not hunt for a hidden elite console command. When it arrives, this page will treat it as a third ladder: story < advanced < elite.

The soundtrack app on Steam (separate item, fourteen tracks) is also not a chamber. It will not make Chamber 15 easier.

Challenge thinking without a timer

Alive & Kicking lists nine Steam achievements. Original Portal scored time, steps, and portals on some maps. Until the community publishes this remake’s exact achievement list, play Advanced as if cleanliness matters:

  • Fewer portals is usually the intended flex. Two portals and a fling beat a six-portal staircase.
  • Steps matter less than not dying to acid. A long walk on a platform is legal.
  • Time will come when someone sits down with a stopwatch. Your first Advanced clear should be completion, not a PB.

If you want a practice order: Advanced 13 (tight surfaces), 14 (cube economy), 15 (pellet patience), 16 (turrets), 17 (cube plus pellet), 18 (everything). That order matches the walkthrough numbering so you can jump between pages without translating names.

When Advanced is the wrong page

If the menu will not load, you need getting started or troubleshooting. If you have not escaped GLaDOS, you need how to beat GLaDOS. If you are on Steam Deck, Advanced is a later problem than boot crashes; read the Steam Deck guide first.

Advanced chambers are still single-player. There is no shared-screen practice mode and no online lobby. The only audience is GLaDOS, and she has already seen you incinerate a cube. Show her you can do it with one fewer panel.

When a remix feels unfair, compare it to the story room before you blame the remake. Nine times in ten the missing cube is the point. The tenth time is a catcher in the wall, and that is a bug report, not a skill issue — send it back to known issues and the release notes so the elite maps do not inherit it.

FAQ

Frequently Asked Questions

Quick answers for testers stuck in Aperture.

Do I have to finish Advanced to beat the game?

No. Advanced is extra. The story campaign and GLaDOS are the ending. Advanced is the encore.

Are elite maps available now?

Not at 1.0. The developers listed elite-difficulty bonus maps as future free content in the launch notes.

Is Advanced two-player?

No. The whole remake is single-player.

Chamber 18 Advanced softlocked. What now?

Reload a save from the previous chamberlock. Story 18 already had a reported softlock; do not force a broken cube state.