Chambers

Portal Alive Kicking Alive Kicking chamber tier list

Difficulty and spectacle, ranked after the 2026 lighting pass.

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Chamber Tier List Hub

This tier list ranks Portal: Alive & Kicking’s story test chambers by how hard they are to solve cleanly in the remake, not by nostalgia. Lighting, panel cues, and the new score change how rooms read even when the layout is old. Advanced remixes are a different ladder; they live on advanced chambers. The escape is a set piece, not a numbered test, and sits with how to beat GLaDOS.

Ranks assume mouse and keyboard, a working install, and the intended line from the walkthrough. Sequence breaks and noclip are not ranks. Softlocks are penalties: if a room can trap a cube, it climbs.

S tier — the rooms that still eat evenings

Chamber 18. The exam. Multiple systems at once, easy to softlock, and already the subject of a launch-day thread. In this remake’s lighting the height is easier to see and somehow more intimidating. Keep a save at the previous grill.

Chamber 17. Companion cube plus energy pellets. Testers reported a catcher-placement softlock. Even when it works, the pellet path plus the cube’s story beat is the campaign’s meanest dual-task. Read known issues before you decide you “do not get it.”

Chamber 16. Turrets. The Steam screenshot of this remake’s 16 is all sightlines. The AI is old; the contrast is new. Cube shields and rear portals from how to play are mandatory, not stylish.

A tier — flings that grade you

Chamber 15. Timing and pellets. Miss the catcher and the room feels random. It is not. Your pair is rotating the pellet into a wall.

Chamber 13–14. Cube economy through walls. If you still carry cubes through grills, these rooms charge tuition.

Chamber 09. First chained fling. The skill ceiling for the rest of the game. Fail here and 18 is hopeless.

B tier — the course doing its job

Chamber 10. Moving platforms. Zoom helps. Acid punishes hesitation more than the puzzle does.

Chamber 11–12. Dual colours as a habit. Parking an exit and recycling an entry is the whole lesson.

Chamber 06–08. Fling school. 06 is the lecture. 08 looks handsome in this remake’s screenshots and still only wants one good fall.

C tier — jokes with a cube

Chamber 00–05. Vault, gun, button, grill. You are learning the controls, not the campaign. If these feel hard, stop ranking and open getting started.

Chamber 19. A victory lap that turns into a trap. As a puzzle it is not S. As a tone shift it is the reason you need the GLaDOS page next.

Spectacle versus difficulty

Some rooms are easy and still the reason to play a remake. Chamber 00’s vault in Portal 2 materials is the trailer shot. Chamber 08’s pit is prettier than it is deep. Rank those on a postcard, not on a timer.

The new score changes spectacle too. A fling that felt dry in 2007 now has a sting when you exit. That does not move a room from C to A. It does mean S-tier 18 is more dramatic when you finally leave.

How this list will move

If a patch fixes the 17 catcher or the 18 softlock, those rooms drop a half tier because they stop stealing saves. If elite maps arrive, they get their own column, not a shoehorn into story S. Watch release notes.

Deck players: everything here is harder with gyro drift. That is a device issue on the Steam Deck page, not a reason to put Chamber 10 in S.

How to use the list while playing

  • Before a session, pick one S room and one B room. Do not open 18 cold.
  • After a fail, read the chamber heading in the walkthrough instead of reranking your soul.
  • After a clear, try the Advanced cousin. If Advanced 18 is the wall, you are done for the night.

Alive & Kicking is single-player. There is no lobby to flame your tier. GLaDOS will do that for free. The list exists so you know which numbered door deserves a manual save, and which one is just a cube on a button in nicer light.

If you disagree with 16 in S, play it without a cube shield and write your own argument. Bring evidence from this remake, not from a 2007 memory. The panels changed. The turrets noticed.

FAQ

Frequently Asked Questions

Quick answers for testers stuck in Aperture.

Why is Chamber 18 S tier?

It combines flings, cubes, and a launch-week softlock. One bad portal parks the room in a state you cannot undo without an older save.

Does this rank Advanced chambers?

No. Advanced is a separate remix set. See advanced chambers for that ladder.

Will patches change the list?

Yes. If Chamber 17's catcher bug is fixed, it drops because it stops eating saves. Track that on known issues.

Is GLaDOS on this list?

No. The boss is a set piece. Use how to beat GLaDOS.