Portal Speedrun Guide
Portal Speedrun Guide
This guide will provide you with all the knowledge required to start speedrunning
Portal in a category of your choice. The guide is mostly designed to be used with
Source Unpack but can partially be used with the plain Steam version of the game. It
is very recommended to read through the Setup & Installation as this will answer
many of the questions you might have later on. This guide is a constant work in
progress.
SG Save Glitch
IL Individual Level
Steampipe Steam version (more specifically, the name of a 2013 update to all
source games that made some glitches harder)
Setup
Resources
Most resources are also available from the leaderboard’s resources section.
Livesplit (required)
A timer with an autosplitter included.
Installation
After downloading Source Unpack, extract it somewhere like Documents or Desktop.
Do NOT put it in your steam library or in system folders! This version does not
require the Steam version, but you do need to own Portal on Steam and have Steam
running in order to play.
When you first launch your game, you will want to at very least enable the developer
console (options->keyboard->advanced->enable developer console) as it makes key
bindings much easier and allows the use of the demo recorder plugin. You can then
open the console by pressing the key under the Escape key (usually ~ or `).
The Demo Auto Recorder should come pre-installed with Source Unpack and you
can check this by opening the console in-game. You should see a green message in
the console saying "Speedrun_demorecord Loaded" and have access to the various
speedrun_ commands. If you do still need to install this for any reason, you can use
the tutorial here.
Should you decide to use the Vault Save, download it and unzip it into Source
Unpack/portal/SAVE/. Go to the "Keybinds" section of this guide to see the different
binds you need to actually start the run. Be aware that if you want to skip the
Vault, you are required to use this specific file; making your own file is not
acceptable.
Next, download, install, and launch LiveSplit if you have not done so already.
Though there are other speedrun timers out there, Livesplit is required for Portal as it
provides accurate load screen removal. Pre-made splits are available here.
In Livesplit, make sure to right click and select the Edit Splits option, then click on the
Activate button to ensure that the autosplitter is active. Once you’re done, close the
edit splits window, then right click the main window again and go to Compare
Against and choose Game Time to select the correct timing method. This will
ensure that load times are removed from your final time. And finally, always be sure
to save your splits when you are done using Livesplit.
In-game Settings
Video
Some routes use texture lineups, so set Texture Detail to at least High and ensure
that you’re running on DX9 (in the developer console, ensure mat_dxlevel is set to
90). Note that texture quality barely affects framerate, even if your system is lacking.
Make sure vertical sync is disabled. The rest of the graphical settings are not
important. If you’re struggling to get a decent frame rate, you can try: turning down
antialiasing and filter; lowering your resolution; setting the game’s priority to High in
Task Manager. If you’re still having issues with performance, you can try using
DirectX 8 by using the command mat_dxlevel 80.
It is also strongly recommended that you set your field of view to 90, rather than
the default 75. Most people will much prefer this as it feels less claustrophobic.
Keybinds
From here on, we will use the console to change key bindings and other settings.
The basic command to bind things is bind [key] [command] without the brackets.
You can use any key for any command, but this guide will show examples with
commonly used keys. You can find a list of key names here.
If you ever forget the full name of a command, you can search for it using the find
command. For example, if you forgot the command to move left, "find left" will give
you results including +left and +moveleft, with +moveleft the correct keybind.
First, we need to bind our save and load keys. This can be done with bind # "save
quick" and bind # "load quick". Next, we need +jump bound to our scroll wheel.
Type bind mwheelup +jump and/or bind mwheeldown +jump into the console.
This allows us to buffer jumps as we land, which is essential for consistent
bunnyhopping / ABH movement.
For easier save glitching (inbounds/out of bounds only), you can make a save-load
bind separate from the normal Quick Save and Quick Load buttons (which can be
set up from the menu). This is one of two exceptions to the "only one action per key"
rule. Type bind # "save glitch;load glitch", replace # with your preferred key. Note
the quotes here: commands with spaces and/or semicolons have to be surrounded
with quotes so the game knows the whole thing is part of the keybind (semicolons
are used to run two commands in a row). It is also recommended that you bind a key
to load from this save: bind # "load glitch". This way, you can try again quickly if
you miss a save glitch shot. If you’re lowering fps anywhere (used in advanced
routes), you also want to have your bind raise the fps again so you can press it to go
back to normal: bind # "save glitch;load glitch;fps_max 300".
Unless you’re running glitchless, we also probably want to bind toggle_duck, which
lets us auto-uncrouch on the next jump. This is mainly useful in inbounds/nosla,
where a few strats need it, and it can be used in advanced movement techniques.
You will want to bind this to a key that is close by, but it is strongly recommended to
NOT bind toggle_duck to either Ctrl or Shift as you will run into issues later on when
trying to perform advanced movement tech.
You may also want binds to turn on/off portal funnelling, which is a setting that pulls
you into floor portals. Type bind # "sv_player_funnel_into_portals 1" and bind #
"sv_player_funnel_into_portals 0".
To actually start runs, we want a speedrun_start bind. This should be made harder
to reach than your other binds, so you don’t reset by accident! Type e.g. bind #
speedrun_start and press that key whenever you want to start a new run. You’ll also
want bind # speedrun_stop since you want to stop recording after GLaDOS dies.
You don’t need to press this to reset, since speedrun_start automatically stops the
previous run.
You may also want to make a separate directory for your demos to be stored in - you
can do this by typing speedrun_dir "./run_demos/", although this is preference.
Another optional command is cl_showpos 1 - this is allowed in runs and shows you
your location in coordinates in the top right corner of the screen, and can be used to
make some more precise tricks easier.
Unless you want to use the Vault Save you are ready to go! For the Vault Save we
need one more step, and that is to tell speedrun_start to not start from the
beginning, but from the premade save file we installed before. For that, simply type
speedrun_save vault into the console and your run start bind should now start your
run from the Vault Save instead.
Command Summary
(Note: using example keys as above)
Click on the link to see the most updated ruleset for each category
Version:
Source Unpack is the main version used. Version 3420 is used by some advanced
OoB runners. You can also do runs on the latest Steam version, but note that not all
tricks will be usable (mainly save glitch & edge glitch)
Timing:
Timing begins when the crosshair appears and ends when it disappears after
GLaDOS' death.
Timing is done using in game time - LiveSplit is highly recommended due to its
auto-start/stop and load removal.
You are allowed to use the official save (resource section) to skip the vault.
You have to set livesplit to show game time if you use the vault save.
Pauses have to be timed (Engine Ticks with Pauses)
Proof:
All runs HAVE to be submitted with some sort of proof in form of a video or demos. In
case of suspicion demos can be requested by the mods.
Videos have to show the full run from start to finish.
Demos can automatically be recorded with Maxxuss' demo plugin (see resources).
As a result of the save implementation, screenshots are no longer a valid proof and
will get rejected (as they should've always been...).
Top 25 runs HAVE to be submitted with a live recording with livesplit showing and
demos.
Allowed commands/bindings:
-Any bind that is accessible from the menu
-aliases read more: Aliases
-sv_player_funnel_into_portals binding (checkbox in the menu)
-toggle_duck binding (default controller bind)
-cl_showpos 1
-r_drawviewmodel 0
-binds for sensitivity
-save/load on one key binding
-save, fps_max [fps], load on one key binding
-custom named save binds
-demo plugin related binds
-toggle binds
-viewmodel_fov
-say related binds (example: bind 7 "sv_player_funnel_into_portals 0; say funneling
off")
-gl_clear 1
-net_graph 1
-cl_showfps 1
-sv_autosave 0
-mat_dxlevel 80
-echo
Basic Movement
[Video showing off the basic movement options]
[alternate video]
Bunnyhopping
Glitchless is the main category that uses bunnyhopping. You can learn how to do it
by watching this video. For all other categories you should learn ABH and the below
movement tech.
ABH
Accelerated Backwards Hopping or ABH is the main movement mechanic used in all
Portal categories with the exception of Glitchless.
To ABH, it is highly recommended to have +jump bound to your mouse wheel using
the following command bind mwheelup "+jump" and/or bind mwheeldown
"+jump".
While it is possible to ABH without the mouse wheel, it is very precise and
inconsistent to perform. The mouse wheel allows you to spam jump inputs much
faster than pressing a button, so we spend as little time on the floor as possible.
To initiate an ABH, you need a certain starting velocity. We can achieve this by
jumping forwards and turning 180 degrees in mid-air. You may also start an ABH by
jumping backwards, and releasing S after you jump. At the same time, you want to
start holding your crouch key and let go of W. When you’re about to land, start
scrolling your mouse wheel. You want to keep scrolling in small controlled bursts
every time you get close to the ground. Don’t scroll too fast, or the game will ignore
your inputs. Do NOT hold S or the ABH will not work.
This will build up your speed with every hop you perform. This is because of how
Valve tried to patch out bunnyhopping from the engine. Whenever the game detects
that you’re going above the speed limit (300 hu/s), it will push you in the opposite
direction of where you’re facing. This is why you need to be facing backwards for an
ABH to work. (There are workarounds for this, which are explained in the AFH
section).
Adding air strafes using the A and D key and moving your mouse in the opposite
direction midair will increase your acceleration. The parking lot in escape_02 is a
great place to mess around with this and practice ABH in general, and can be
accessed using the noclip cheat.
AFH
Accelerated Forwards Hopping or AFH is a variant of ABH, and isn’t used as often.
AFH requires an even higher starting velocity to work.
To AFH, you need to be facing the direction you want to go. Hold the S key in midair
and start scrolling every time you are about to hit the ground.
The game now thinks you are going backwards, and using the same logic as before,
will try to slow you down by applying forward velocity. This requires a higher initial
velocity, since otherwise it will just slow you down like intended.
AFHing is used in Chamber 07 and Chamber 10, and also in some more advanced
strats, like the starting AFH in Chamber 11.
While those chambers give you enough initial velocity to AFH right away, if you want
to do it without the starting velocity, you need to either use an "S tap" (which is just
pressing and holding S the moment you hit the ground) or use the +strafe key. Here
is a video by Asherza documenting both techniques. Whichever one you decide to
do is entirely your preference. If you decide to use +strafe, it is strongly
recommended to bind it to your side mouse buttons if you have them.
ASH
Accelerated Sideways Hopping, or ASH, is not needed in Portal at all, and is more
commonly used in Half-Life 2. You can see where you’re going, with an ASH, and
you don’t need a high velocity to start one off, however it can be hard to control. You
can use it in certain places to cover short walking distances quickly, and it can be
used to pre-aim for the next portal shot by more advanced players. This is
considered more of an optimisation than a required strat.
To perform an ASH, start a forwards jump similar to the start to an ABH, but instead
of turning 180 degrees, turn about 45 degrees to the left or right.
If you turned 45 degrees left, you want to hold down both S and D, as you continue
jumping whenever you hit the ground. Exchange D with A if you’re facing right.
Glitches
Edge Glitch
Edge Glitch is performed by standing on top or next to the edge of a portal, often it is
required that you get stuck for it.
This will cause your camera to dislocate from your body, allowing you to shoot
portals on the opposite portal from where you are.
Here is an example using the chamber 18 edge glitch route:
On the lower left you see the player standing in edge glitch position above and very
slightly away from the orange portal. On the blue side the "True Position" is facing
towards the floor because the blue portal is on the ceiling and facing a different
way than the orange portal. Looking up would cause the "True Position" to actually
face towards the wall on the right instead.
However since the blue portal and the target shot are separated by a wall, which
adds a certain distance, you will have to move a tiny bit forwards away from the
orange portal without exiting the "bubble" that counts as being edge glitched.
This now places the "True Position" directly above the door, allowing you to place a
portal in front of it and continuing the route using the same system again.
The blue portal will now be on the floor, once again at a different angle than orange
and the previous blue. This will change the way the "True Position" faces again.
To get the next shot you notice how the player has to look up onto the ceiling.
Your "True Position" and the view you see will do the same movements according to
how either sides portal is facing, everything is exactly mirrored.
Save Glitch
Save Glitch starts off the same as the Edge Glitch, while standing on top or next to
the edge of a portal your camera gets dislocated from your body, the difference is
that if you now save and then load that save you will be stuck in this state even if you
move away from the portal.
Collision while in the save glitch state is determined by what we call "Portal Physics
Bubbles." These bubbles exist to provide very basic physics calculations while a
player is passing through a portal, before it is quickly updated to use the normal
physics. The 2 key differences with these physics bubbles compared to normal
physics are:
● Collision with the floor, walls and ceiling is only rendered in a small area
around the portal you have save glitched on (hence the term "bubble")
● Only Props positioned in FRONT of the save glitched portal have collision
○ This means that props such as doors can be walked through like they
don’t exist if positioned behind the save glitched portal
Save Glitches get canceled by passing through a portal or getting too close to one.
Overall every action you perform is exactly mirrored for the "True Position" just like with a
normal Edge Glitch.
LAG/AAG/VAG
LAG, AAG, and VAG (Large, Acute , and Vertical angle glitches) are all variations of
the same exploit, abusing a bug in the way teleports are executed. All of these give
the same effect: the player is teleported 3 times in a single tick, once from the entry
portal to the exit portal, and twice from the exit portal to the entry portal. The first two
teleports cancel each other out, but the third places the player the same distance
away from the entry portal as to the exit portal, but in a different direction.
Now, despite all versions of this glitch having the same end result, each version has
different activation methods and requirements.
LAG/AAG: to trigger these angle glitches, you must enter a portal that is facing
down and come out of a portal facing up. In addition, you must enter the portal
standing and one of the two portals must not be facing exactly up or down. There are
some more specific requirements on which angles of portals this trick will work for,
but that's the general idea.
VAG: the activation of this is different from LAG/AAG, it requires the player to stand
exactly on a portal boundary (usually precise to 6-8 total decimal places). This trick
should be possible on any orientations of portals, including wall, floor, and angled
portals. However, this is not guaranteed to work for any particular pair of portals, in
fact the majority of the time it will not. Due to the nature of the exploit, it is effectively
impossible to predict when it will work on a specific portal pair, and it is extremely
sensitive to many conditions including but not limited to: the orientation and locations
of both portals, the portal placement order, and where the portals were shot from.
Unlike LAG/AAG, VAG is also possible to perform on props.
*Save glitch from angle glitches - after some angle glitches, the player will get a modified
form of save glitch. This modified save glitch has different prop interactions than regular
save glitch and can be cancelled simply by shooting the save glitch portal. Saveloading while
in this modified save glitch state will give the player regular save glitch.
00/01
Beginner
◆ Intended (video)
The simplest route through the first map, intended for absolute beginners.
Move on to Vault Skip once you’re comfortable with the game, as it’s not too
difficult and saves a substantial amount of time.
Intermediate
◆ Vault Skip (video)
Strategy that uses the radio to clip out of the vault well before the portal
opens. Saves a significant amount of time, over 50 seconds if done well.
◆ Button Save Glitch (BSG) (video)
A strat requiring tick-perfect saveloads that can reward you with 14 seconds
of time save at the start of a run.
Advanced
◆ Fast Vault Skip (video)
Using a more precise setup and tight Save/Load timing, this strat saves up to
4 seconds over regular Vault Skip.
02/03
Beginner
◆ Legacy (video)
The easiest route, which uses no save glitches.
Intermediate
◆ Save Glitch (video)
This route incorporates a save glitch, with a shot that you have to perform
while airstrafing. Saves 8 seconds if done perfectly.
04/05
Beginner
◆ Save Glitch (video)
Basic route with a very simple save glitch to effectively skip both chambers.
Intermediate
◆ 04 VWW (Chungus Skip) (video)
An inbounds vertical wall warp which skips part of the 04 to 05 elevator ride.
Can optimally save ~5 seconds over the basic SG.
Advanced
◆ 06 Infront (video)
Utilizes the wait time in 05 to set up a save glitch and inbounds VWW,
allowing you to begin 06 in front of the elevator. Optimally saves 1.5 seconds.
If the ABH to the fizzler is difficult, an alternate method to get to there can be
found here.
Expert
◆ 04 Elevator Skip (video)
A long, extremely difficult strat that involves a preserved save glitch from
Chamber 03. Only recommended when going for top times. Can save up to 6
seconds over 04 VWW if executed perfectly.
06/07
All skill levels
◆ General (video)
Show multiple routes for 06 and 07 including fast 07 as well as optimizations
for both.
08
Beginner
◆ Block Jump (video)
Simplest route that’s much faster than the intended strategy. (Note: You can
jump to the orange portal if portal peeking is too difficult, as shown in this
video)
Advanced
◆ Crisper’s Over Goo (video) - (alternate setup)
Easiest method for ABH over goo. Does not use a circle strafe but still
requires multiple toggle_duck inputs. Use the alternate setup if you aren’t
getting enough speed.
OR
09
Beginner
◆ General (video)
Basic movement with a portal shot under the door.
Intermediate
◆ Save Delay (video)
Saves 1-2 seconds over the standard method if done perfectly, but the
saveload timing can take a bit to get used to.
Advanced
◆ 10 In Front (Early Elevator Activation) (video)
Saves around 3 seconds by using the save delay method to hit the triggers
for the elevator in a different order, making it start going up earlier and
keeping the doors open for the start of 10.
10
Beginner
◆ Flings (video)
Basic flings, nothing special.
Advanced
◆ Doorlaunch (video)
Very difficult and unreliable strat that skips the last double fling, which saves
about 6 seconds if done perfectly.
11/12
Beginner
◆ Legacy (video)
This strat is meant for brand new runners. Move on to the Triple Edge Glitch
or Softwall Save Glitch once you get somewhat comfortable with the game as
it is much faster.
Intermediate
◆ AFH to Gun (video)
AFH right out of the elevator to quickly get to the orange portal gun.
Expert
◆ 13 Infront (video)
Difficult save glitch under time pressure that saves a bit over softwall save
glitch, as well as letting you start 13 in front of the elevator. Saves 2-3
seconds in total.
13
Beginner
◆ Legacy (video)
Throwing the cube fast can be a bit annoying, but otherwise it shouldn’t be
too difficult.
Intermediate
◆ Save Glitch (video)
A simple save glitch which saves a couple of seconds if done correctly.
14
Beginner
◆ Fling (video)
A basic double fling.
Intermediate
◆ Reportal (video)
Has the potential to save about a second over the fling if done perfectly, but
has precise timing and is much harder to get consistently.
15
Beginner
◆ Save Glitch (video)
A save glitch to take you from the orb room to the goo section.
Intermediate
◆ Quantum Crouch (video)
Fast strat used to shoot through the platform and skip the orb puzzle.
◆ TPWW (video)
Part 2 of TPWW. A simple fling or AFH to the end, saves 8-9 seconds over
Early Save Glitch depending on which ending you do, making the net gain of
TPWW 6-7 seconds.
Expert
◆ Inbounds Under Elevator (video)
A 3 part route between chambers 15-17 involving several TPWW’s and Load
Glitches. Optimally saves ~5 seconds but is very difficult and only
recommended when going for top times
16
Beginner
◆ Save Glitch (video)
One of the easiest save glitches, and leads into Turretless. There is also a 3
shot method, but it is very difficult to save time with and you cannot land in the
ending hallway.
Advanced
◆ Turretless SG Preserve (video)
A very difficult route that preserves save glitch state through Chamber 17 and
18 saving 20-30 seconds depending on what routes you did prior.
◆ 17 Infront (video)
Alternative elevator shots to put you in front of the elevator in 17. Saves 2-3
seconds over no in front and is potentially easier and more consistent.
Expert
◆ Inbounds Under Elevator (video)
Part 2 of IUE. Continued from chamber 15.
17
Beginner
◆ Legacy (video)
Uses the Companion Cube to get past the orbs, and then portal bumps to the
final room.
Intermediate
◆ Vertical Angle Glitch (video)
Uses precise angles to perform a VAG (Vertical Angle Glitch) and warp
straight to the elevator. ***For the QCE, start your uncrouch right before you
shoot.
Advanced
◆ Turretless SG Preserve (video) or Preserve + 18 Infront. (video)
Part 2 of Turretless. Continued from Chamber 16.
Expert
◆ Inbounds Under Elevator (video)
Part 3 of IUE. Continued from chamber 16.
18
Beginner
◆ Crisper’s Blind SG (video)
Easy static blind save glitch. Nothing too difficult, just need to memorize some
texture lineups.
OR
Advanced
◆ SG Preserve (video)
Only possible after Turretless or IUE. Continued from Chamber 17.
19
Beginner
◆ Short LAG (video)
A pretty easy LAG that gets you to the room above the fire pit. Here is an
alternative to the edge glitch if you are having trouble with it.
◆ Peeks (video)
Uses portal peeking to get to the end, not recommended.
Intermediate
◆ Loch Ness Monster (video)
A faster LAG route that warps you into some goo you have to swim out of
(hence the name). A replacement for the single LAG that leads nicely into
double LAG.
Advanced
◆ Double LAG (video) *Important clarification starts at 7:33 in the video.*
A second, difficult, additional LAG after the first one that gets you to the very
end of the map. Slower and much more difficult than the save glitch.
Escape 00
Beginner
◆ Flings (video)
Basic route that is easy to perform, nothing special.
Intermediate
◆ Pistons (video)
Faster route that requires decent movement.
Advanced
◆ Mikael’s Route (video)
Very difficult route that requires good movement, precise and quick portal
shooting.
Escape 01
Beginner
◆ Legacy (video)
Route for new runners, but is much slower than the save glitch routes listed
below.
Intermediate
◆ Static SG (video)
If you are having trouble with the Route 4 Save Glitch, you can try this one
instead. Shots are a little more precise to line up. Fastest route if done
perfectly.
Escape 02
Beginner
◆ Flings + GLaDOS with Incinerator (video)
Simple flings from start to finish, nothing too difficult. Skips the GLaDOS
dialogue using a turret. Uses the incinerator to destroy the cores, just like in a
normal playthrough.
Intermediate
◆ Catwalk Skip (video)
Skips the long flings and the ABH on the bridge to get to the door as fast as
possible.
Expert
◆ Preturret (video)
Does the AAG before the turrets drop, allowing them to drop directly into the
Glados room. Extremely precise and very little time to set up. Saves about 3
seconds over Single AAG.
Inbounds No SLA
Note: Certain routes are only allowed in Inbounds No SLA Unrestricted. If you intend
to run Legacy, you cannot use those routes. They are denoted with a bold
"Unrestricted Only" message. A full list of strats banned in Legacy can be found on
speedrun.com.
00/01
Beginner
◆ General (video)
The easiest route that beginners should start with.
Advanced
◆ Vault Skip (video) - Unrestricted Only
Strategy that uses the radio to get out of the vault well before the portal
opens. Similar to inbounds vault skip, but is done without saveloads and is
VERY inconsistent. This can save a significant amount of time, over 50
seconds if done well.
02/03
All skill levels
◆ General (video)
The only viable route.
04/05
All skill levels
◆ General (video)
Intended strats.
06/07
Beginner
◆ General (video)
Shows multiple routes for 06 and 07 including fast 07 as well as optimizations
for both.
Advanced
◆ Camera Launch (video)
Optimization in which you preserve a camera from 05 and then launch
yourself with it in 06. Saves about a second.
08
Beginner
◆ Left Side (video)
Route which has you jump onto a block, and then onto the ending platform.
(Note: You can jump to the orange portal if portal peeking is too difficult, as
shown in this video)
Advanced
◆ Crisper’s Over Goo (video) - (alternate setup)
Easiest method for ABH over goo. Does not use a circle strafe but still
requires multiple toggle_duck inputs. Use the alternate setup if you aren’t
getting enough speed.
OR
09
Beginner
◆ General (video)
Basic movement with a portal shot under the door.
10
Beginner
◆ Flings (video)
Basic flings, nothing special.
Advanced
◆ Doorlaunch (video)
Very difficult and unreliable strat that skips the last double fling, which saves
about 5 seconds if done perfectly.
11/12
Beginner
◆ Legacy (video)
This strat is meant for brand new runners. Move on to the Triple Edge Glitch
once you get somewhat comfortable with the game as it is much faster.
Intermediate
◆ AFH Guide (video)
How to do the AFH right out of the elevator to instantly get to the orange
portal gun in preparation for the Triple Edge Glitch.
13
Beginner
◆ General (video)
Throwing the cube fast can be a bit annoying, but otherwise it shouldn’t be
too difficult.
14
Beginner
◆ Fling (video)
A basic double fling.
Intermediate
◆ Reportal (video)
Has the potential to save about a second if done perfectly, but has very
precise timing so it is much harder to get consistently.
15
Beginner
◆ Observation Room Portal Bumps (video)
Uses portal bumps to skip the orb puzzle.
Intermediate
◆ Quantum Crouch (video)
Uses quantum crouch to shoot through the platform in the orb room. Saves a
few seconds over the observation room route.
16
All Skill Levels
◆ Portal Bumps (video)
Two portal bumps to access the ending turret room.
17
Beginner
◆ Legacy (video)
Uses the Companion Cube to get past the orbs, and then portal bumps to the
final room.
◆ Seamshot (video)
Uses a seamshot to skip going down both hallways. Saves a couple seconds
over the Legacy route.
Showpos Pos: ~1584 ~384.05 Ang: ~89 ~-4.4
Intermediate
◆ Vertical Angle Glitch (video) - Unrestricted Only
Uses precise angles to perform a VAG (Vertical Angle Glitch) and warp
straight to the elevator. ***For the QCE, start your uncrouch right before you
shoot.
Viewsnap Sens: 424.613590909
18
Beginner
◆ Double Edge Glitch (video)
Two edge glitches that get you past the door halfway through the chamber.
Intermediate
19
Beginner
◆ Short LAG (video)
A pretty easy LAG that gets you to the room above the fire pit. Here is an
alternative to the edge glitch if you are having trouble with it.
◆ Peeks (video)
Uses portal peeking to get to the end, not recommended.
Intermediate
◆ Loch Ness Monster (video)
A faster LAG route that warps you into some goo you have to swim out of
(hence the name). A replacement for the short LAG that leads nicely into
double LAG.
Advanced
◆ No SLA Double LAG (video)
Uses edge glitches and portal peeks to set up a second LAG. Use the other
double lag video as well to understand how the second LAG works.
Escape 00
Beginner
◆ Flings (video)
Basic route that is easy to perform, nothing special.
Intermediate
◆ Pistons (video)
Faster route that requires decent movement.
◆ Pistonless (video)
Uses a crouch trigger teleport to skip the entire piston hallway. Shows both an
intermediate route and an advanced route.
Note: Demo proof is highly recommended when using this route. It is
sometimes impossible to verify a run based on video proof alone.
Advanced
◆ Mikael’s Route (video)
Very difficult route that requires good movement, precise and quick portal
shooting. Slower than pistonless, no longer recommended.
Escape 01
Beginner
◆ Legacy (video)
Route for new runners.
Intermediate
◆ Flippy Skippy Skip (video)
Difficult optimization for the legacy route. Also the best named strat of all time.
Advanced
◆ Angle Glitch Save Glitch (video) - Unrestricted Only
Uses a modified version of save glitch called AGSG which doesn’t require
loading to do a series of precise shots to get to the end of the level.
Escape 02
Beginner
◆ Flings + GLaDOS with Incinerator (video)
Simple flings from start to finish, nothing too difficult. Skips the GLaDOS
dialogue using a turret. Uses the incinerator to destroy the cores, just like in a
normal playthrough.
Intermediate/Advanced
◆ Catwalk Skip (video)
Skips the long flings and the ABH on the bridge to get to the door as fast as
possible.
Expert
◆ Preturret (video)
Does the AAG before the turrets drop, allowing them to drop directly into the
Glados room. Extremely precise and very little time to set up. Saves about 3
seconds over Single AAG.
Out of Bounds
00/01
Beginner
◆ Intended (video)
The simplest route through the first map, intended for absolute beginners.
Move on to Vault Skip once you’re comfortable with the game, as it’s not too
difficult and saves a substantial amount of time.
Intermediate
◆ Vault Skip (video)
Strategy that uses the radio to get out of the vault well before the portal
opens. This saves a significant amount of time, over 50 seconds if done well.
Advanced
◆ Fast Vault Skip (video)
Using a more precise setup and tight Save/Load timing, this strat saves up to
4 seconds over Vault Skip.
02/03
Beginner
◆ Save Glitch (video)
Simple save glitch to the end.
Intermediate
◆ Front of Elevator (video)
Elevator skip using VWW, saves a small amount of time in 04. You can use a
falling save glitch instead if the VWW timing is too difficult.
Advanced
◆ 04 Infront + SG Preserve (video)
Using the same VWW as the previous strat, but with a different ending in
order to preserve SG into Chamber 04. Required 04 strat when preserving
SG and not doing Front of Elevator here.
04/05
Beginner
◆ Single Save Glitch (video) (alt. video)
Single save glitch to get to the end of 05. 2 different SG routes are shown.
Advanced
◆ 06 Infront (video)
Multiple save glitches to get you in front of the elevator in 06.
06/07
Beginner
◆ Seamshot (video)
Very precise but simple shot set up in the previous chamber.
Showpos coordinates: -72.60 164.56
Advanced
◆ 08 Infront (video)
A modified seamshot, followed by several seamshots to start in front of the
elevator in 08. Saves around 3 seconds.
The IL snap at the start is optional, and you can instead use the same
movement as the regular seamshot using the second set of coordinates
below.
Showpos coordinates with IL snap: -66.82 -169.24
Showpos coordinates without IL snap: -66.80 168.77
◆ Quantum Crouch 08 Infront (video)
An outdated version of the 08 infront route. Not possible on older builds
(3420/4104).
08
Beginner
◆ Block Jump (video)
Most commonly used route, which has you jump onto a block, and then onto
the ending platform. (Note: You can jump to the orange portal if portal peeking
is too difficult, as shown in this video
Advanced
◆ ABH Over Goo (video) - (alternate setup) - (circle strafe setup)
Fast strat with multiple ways of doing it, this is really difficult and saves a very
small amount of time.
09
Beginner
◆ General (video)
Basic movement with a portal shot under the door.
Intermediate
◆ SG Preserve + In Front (video)
Preserving sg from 09 into 10 so you can skip getting save glitched again, as
well as starting 10 in front of the elevator.
Advanced
◆ Early Activation + Save Glitch Preserve (video)
Saves one second over the intermediate strat by implementing early
activation. Requires good movement and has some tight timings.
There is also an alternate way to do the ending, shown here.
Intermediate
◆ Alternate VWW (video)
Using a vertical wall warp to get to the top of the chamber. This route is
slower than the one in the Advanced section below but does not require the
difficult series of ABHs.
Advanced
◆ VWW (video) (alt. video)
Uses a vertical wall warp to get on top of the chamber and ABHs into a trigger
to skip the 10 elevator.
Expert
◆ Superwarp (video)
Using a precise shot to skip the VWW and A-hop straight to the end. Saves
~3 seconds if performed optimally, but requires total mastery of speed control
to consistently perform. Only recommended when going for top times.
Build 3420/4104
◆ You will need to pause during the level transition to stop your velocity during
the VWW and superwarp route.
11
Beginner
◆ Under Elevator (video)
Starting from under the elevator, get to under the elevator at the end of
chamber 12.
Advanced
◆ VWW Start (video)
Lead on from VWW/Superwarp strats in 10. Simple shots to get under the
elevator.
◆ Under Elevator 2/3 Set-up (video)
This is used for both Under Ele 2 and 3. Requires very quick portal peeks,
QCS, and a falling save glitch, all under a very tight timer.
Advanced
◆ Under Elevator 2 (video)
This strat is much more difficult than UE1. The total timesave across all of
13-18 is about 2-3 seconds. UE2 is more difficult than UE3, and is not
recommended.
19
Beginner
◆ QQC Storage (video)
Utilizing Quick Quantum Crouch Storage to clip out of bounds and quickly
complete chamber 19.
Intermediate
◆ 19 Spiderman (video)
Starts chamber 19 under the elevator using a falling save glitch setup in 18.
If you didn’t use Under Elevator 3 for 18, you’ll need to use the quantum
crouch setup from this tutorial.
Escape 00
Beginner
◆ General (video)
Basic portal shooting to get to the next load zone.
Build 3420/4104
◆ 3420/4104 Variation (video)
Alternatives to the standard route that work on builds with free oob.
Escape 01
Beginner
◆ General (video)
Basic portal shooting to get to the next load zone.
Build 3420/4104
◆ Slightly different due to free oob movement.
Escape 02
➔ Beginner
◆ PQR (video)
A series of portal shots and PQRs to get to GLaDOS’ chamber fast.
➔ Intermediate
◆ AAG (video)
Sets up to the same AAG as the inbounds route using a PQR.
➔ Advanced
◆ Save Glitch (video)
A somewhat precise save glitch that has the potential of saving 2-3 seconds
over the AAG route. VWW can be tricky because of the long loading times in
e02. Build 3420/4104 can do the crouch into the level transition, while in 5135
you will need to portal yourself over to the same area.
Glitchless
Click here to learn how to Bhop
Chamber 00/01
All Skill Levels
Chamber 02/03
All Skill Levels
Beginner: [Video] Shows strats for both 02 and 03, including pre-fizzle in 02
Chamber 04/05
All Skill Levels:
Beginner: [Video] Shows a few different options for 04 as well as the most consistent way
for doing chamber 05
Chamber 06/07
All Skill Levels:
Beginner: [Video] Shows beginner options for both chambers as well as optimizations.
Advanced 06/07: [Video] Saves a very small amount of time, but is useful for the top level
glitchless runs.
Chamber 08
Beginner
Chamber 09
Beginner
Peek Under Cube [Video] Slightly harder variant of the portal peek route.
+ Cubethrow:
Chamber 10
Beginner
Flings: [Video] Basic flings, nothing special. Having portal funnelling on helps with the
last fling.
Intermediate
Portal Stand: [Video] Tricky, skips the first fling though so it’s definitely worthwhile.
Advanced
Jump Fling: [Video] A more precise approach to the fling that flings you faster and farther,
optimally saves about 2 seconds.
Chamber 11/12
Beginner
Beginner: [Video] Very beginner-friendly methods for completing chambers 11 & 12.
Intermediate
Optimizations: [Video] Optimal routes for Chambers 11 & 12. More info on 12 cube throw can
be found here.
Chamber 13
All Skill Levels
Chamber 14
Beginner
Fast Fling: [Video] Reasonably easy fling from the elevator to the exit
Chamber 15
All Skill Levels
All Skill Levels: [Video] Video goes over multiple options for each section of chamber 15
Chamber 16
Beginner
Easy: [Video] Slow but easy route in case you struggle with the harder strats.
Intermediate
Spiderman Strats: [Video] Currently the most optimal route, slight optimizations are covered in the
following video.
Spiderman [Video] Optimizations that can be added to spiderman, vary widely in difficulty
Optimizations: level.
Portal Peeks: [Video] The fastest route without spiderman mechanics, but still much slower
than spiderman.
Chamber 17
Beginner
Beginner Camera [Video] Easier version of the camera stack trick that is a lot more forgiving but a
Stack: bit slower.
Intermediate
Camera Stack: [Video] Make a save before attempting the stack in case the cube falls off.
Try to keep the camera upright. Once up, grab the companion cube as
fast as possible.
Fling: [Video] Uses precise portals to fling to the end of 17. A few seconds faster than
camera stack, but it does require some quick aiming to get the right
portal spots. The angle for the floor portal is between roughly -108.25
and -109.50.
Chamber 18
Beginner
Camera Door [Video] Another camera trick. Maintaining the orientation of the camera after
Wedge: shooting it off the wall is extremely important. Note: Portal funneling on
makes the last room much easier.
Intermediate
Reportals: [Video] Difficult reportals that save a small amount of time. Video is from an
inbounds tutorial, but the basic strategy is the same.
Advanced
Overheads: [Video] Very difficult strafes that can save about 1 to 2 seconds.
Chamber 19
All Skill Levels
Spiderman Route: [Video] Video goes over spiderman strat for the beginning similar to 16 as well
as many intermediate and advanced optimizations.
Escape 00
Beginner
Intermediate
Fast Piston/ [Video] Faster route that requires faster and more precise shooting.
Fence Room: [Fast
Piston]
Escape 01
Beginner
Basic Route: [Video] Basic route using the flippy skippy trick (aka TFSTFWST).
Advanced
Flippy Skippy [Video] Very challenging but fast optimisation for the flippy skippy trick. Saves a
Skip (with Turret): lot of time and provides the portal for the turret glass break.
Escape 02
Beginner
Beginner: [Video] The GLaDOS fight will take a little practice, standing in the correct spot
before the rocket turret comes out is very important.
Intermediate
Catwalk Skip + [Video] Skips the long flings and catwalk to get to GLaDOS as fast as possible,
Fast GLaDOS: plus a faster version of the GLaDOS fight.
Advanced
Advanced [Video] Multiple optimizations throughout e02 that each save a small amount of
Optimizations: time, but are very necessary at a high level.
Fast Rocket [Video] A faster approach to the shots on Glados that optimally save 1.5 second
Turret each. To see how to approach red core, look here.
Segmented runs:
Other:
Old Tutorials: