How to play Portal Alive Kicking
Momentum is conserved. Speedy thing goes in, speedy thing comes out.
Portal: Alive & Kicking is not a new rule set. It is Valve’s 2007 test course rebuilt with Portal 2 materials, lighting, and audio so the original Chell and GLaDOS story sits inside the sequel’s world. If you already think in portals, this page is a difference list. If you do not, it is the physics class GLaDOS pretends she is not teaching.
The only gun
The Aperture Science Handheld Portal Device paints two ovals: blue and orange. They are one tunnel. Walk into blue, leave through orange. The gun does not damage turrets, cubes, or GLaDOS. Combat is geometry plus a cube to the chassis.
White conversion gel is not in this campaign. You place portals only on the pale, moon-like panels. Dark metal, glass, grating, water, and the black frames are illegal. If a shot fails, the surface is wrong, not your bind. The controls page lists the defaults; this page assumes you can fire both colours without looking at the keyboard.
You may only have one blue and one orange at a time. A new shot of the same colour replaces the old one. That replacement is a mechanic. Many rooms want you to leave an exit parked on a high wall while you recycle the entry portal at your feet.
Momentum
Source conserves speed through the pair. Fall ten metres into a floor portal and you leave the wall portal at the same speed, sideways. That is a fling. It is how you cross pits that are taller than your jump. It is also how you die in acid if the exit faces down.
Chain flings by placing the next floor portal while you are still in the air. Chamber 09 and later expect that. The 2014 demo video on this page shows the motion even if the lighting is older than the 2026 release. For chamber-by-chamber placement, use the walkthrough.
Jumping at the exit adds a little height. Crouching mid-fling is usually a mistake. Air strafe with A and D to land on a narrow ledge. You cannot steer speed, only direction.
Cubes, buttons, and grills
The Weighted Storage Cube is a key. Heavy-duty super-colliding super buttons open doors, raise platforms, and sometimes turn off turrets. A cube on a button is binary: on or off. If you need to leave the room, the cube has to stay. Portals can carry a cube through a wall so you are not the one standing on the plate.
The Weighted Companion Cube is the same physics with a heart stencil and a worse breakup. Treat it as a cube until the game tells you otherwise. Do not send it through an emancipation grill unless the chamber is done with it.
Material Emancipation Grills — the fizzlers — delete cubes, portals, and any other unauthorised equipment. Walking through one clears your active portals. That is why so many rooms make you rebuild the pair after the exit. If a solution “stops working,” check whether you walked a grill and wiped the portals you were proud of.
Pellets and turrets
High-energy pellets bounce, kill you, and complete circuits when they land in a catcher. You do not catch them with the gun. You place a portal pair so the pellet’s path bends into the socket. Launch-week testers reported a Chamber 17 softlock tied to catcher placement; if a pellet has nowhere honest to go, see known issues before you restart twenty times.
Turrets see you, wait, then fire. Blocking line of sight with a cube works. Portalling behind them works. Picking them up and putting them on their back works. Knocking them over with a flung cube works and is louder. They cannot be portal-painted. They can be dumped through a grill.
What this remake adds and what it refuses
Alive & Kicking is a visual and audio retcon, not a Portal 2 mechanic pack. You will not get repulsion gel, propulsion gel, conversion gel, aerial faith plates, thermal discouragement beams, excursion funnels, or a second player. Puzzle cues are clearer: lights, panel animation, and the new score telegraph when a room wants a fling versus a cube.
The store page promises improved puzzle cues and “countless little details.” Trust the lights. If a panel is pulsing, it is probably a legal portal surface the original map hid in shadow.
GLaDOS still lies. Signs that say a test is impossible are dare text. Signs that say to wait for a party are stalling. Play the geometry, not the copy.
A simple solve loop
When you enter a chamber:
- Find the exit and the grill in front of it.
- List the toys: cube, button, pellet, turret, moving platform, acid.
- Ask which surface is white and which is lying.
- Decide whether you need height (fling) or a held object (cube through a portal).
- Place the pair, test once, then commit. Fiddling both portals every second is how Chamber 18 eats an hour.
If that loop fails, open the matching heading in the walkthrough. If the game itself fails — crash, missing texture, save that will not load — leave this page and use troubleshooting. Physics will not fix a wrong drive letter.
Practice that actually transfers
Replay Chamber 06 until a single floor-to-wall fling lands on the far ledge without a panic jump. Replay Chamber 10 until you can ride a moving platform, fire a portal at the far wall, and step through without looking at the controls chart. Those two rooms are the midterm. Everything after is the same exam with turrets in the margins.
When you can do that, you are ready for advanced chambers after the story, and for how to beat GLaDOS when the elevators start feeling like a trap. The tier list is optional trash talk about which rooms still humiliate people in 2026 lighting.
Alive & Kicking is single-player. There is no local second player and no online session. The only voice in the room is GLaDOS, and she is not going to carry the cube for you.
Frequently Asked Questions
Quick answers for testers stuck in Aperture.
Why won't my portal stick?
The surface is not a portalable panel. Shoot the pale walls and floors, not glass, metal, water, or black frames.
What is a fling?
Falling into a portal so the linked portal throws you out at the same speed. It is how you cross gaps you cannot jump.
Are Portal 2 gels in this game?
No. Alive & Kicking remakes the original Portal campaign. Gels, faith plates, and lasers are not part of this test course. The full delta list is on differences from Portal.
Can I play with a friend?
No. The remake is single-player only. Use Portal 2's two-gun campaign if you want two guns.