Welcome! This is an extensive guide to speedrunning Portal! Here you'll find everything you need on your speedrunning journey, from the basics of setting up the game, to the most advanced strategies a runner can learn.
If you're new to this, read through the Setup Guide.
Otherwise, jump ahead to the tutorials:
Glitchless - Inbounds No SLA - Inbounds - Out of Bounds
The most important step for setup is installing the right version of the game for speedrunning. If you want to run glitchless, the Steam version of the game is completely fine, although you'll have to manually install any additional software or resources. If you're running any other category, you'll want to use Source Unpack.
Source unpack is a package including a stand-alone copy of build 5135, an older version of the game that makes certain glitches significantly easier. Source unpack comes with everything you need pre-installed, so it's as simple as downloading the package, unzipping it, and running it. In order to use Source Unpack, you must own Portal on Steam, and Steam must be running.
You can download Source Unpack from here. Pick the server (Europe/US/Asia) that is closest to you.
Livesplit is the software we use to time runs as they're performed. It's the timer you see in the corner of runs.
Livesplit isn't a Portal-specific piece of software, so it's not included with Source Unpack. You'll need to download the latest version of livesplit from the livesplit website. Once you have it, you'll also need a splits file for Portal, which you can get here.
Open the splits file in livesplit, and you should have a list of chambers from 00/01 through to e02, though they aren't all shown at once by default.
Right click and press edit splits. This will bring up a menu where you can configure a few things about your splits file.
Towards the top, there's a "Run Category" text box. Change this to match the category you plan on running. If you're planning on running multiple categories, you'll need to have multiple splits files.
While you're on this screen, you can confirm you have Sourcesplit. Sourcesplit is an auto-splitter, meaning it will automatically start and stop the timer, as well as removing any load times from your run, to keep it fair between different computers. It should install itself automatically, but it's good to check.
Towards the top of the edit splits window, livesplit should say "Game Time and Auto Splitting are available. (By Fatalis and 2838)". If the button beside that says "Deactivate", the auto-splitter is loaded and ready! If it says "Activate", click it to activate auto-splitting. There's a bunch of settings you can play around with in sourcesplit, but the defaults are fine for running the main categories. To make sure the auto-splitter is working, open Portal and start a new game. The timer should start ticking as soon as your crosshair appears.
Finally, close out of the edit splits menu and right click on livesplit, hover over the "Compare Against" option, and ensure that "Game Time" is selected at the bottom. Sourcesplit should set this automatically, but it's a good idea to double check.
We do this because livesplit tracks two types of time, your time without loads (game time) and your time with loads (real time). For the leaderboard, we only care about game time (or "load removed time" on speedrun.com) but you can additionally include the real time (called "real time attack" on speedrun.com).
And that's all for setting up livesplit! Right click and save your splits!
If you installed Source Unpack, skip ahead to the Binds and Configuration section!
(Reminder: you can skip this section if you are using source unpack)
Demos are a built-in feature of Portal and other Source engine games. They're effectively "replay" files that you can record and play back from within the game. Demos are the gold standard for recording speedruns, as they give the speedrun.com verifiers the ability to inspect your run to a much greater extent than with a video recording.
The default demo recording commands don't let us use quicksaves, and also just dump all the recorded demos in the install folder, so instead we use a custom plugin that manages demo recording.
You'll need to install this plugin. If you're on the steam version of the game, download the speedrun_demorecord-2013.dll file. If you're on an older version for whatever reason then you'll instead want the speedrun_demorecord-2007.dll file. The 2006 version is only for recording demos in old versions of Half-Life 2.
Once this is downloaded, navigate to your Portal install folder. On steam, this can be done by right-clicking on Portal in the games library, clicking on "Properties", going to the "Installed Files" tab and clicking on the "Browse..." button. I'd recommend pinning this folder to quick access in File Explorer, so you can get back to it later.
You'll want to place the dll file you downloaded in the Portal/portal/ folder. Note that there are two levels of Portal folders here. The dll needs to be placed in the innermost one, the same folder that contains gameinfo.txt.
Note for 3420 And Older Builds
On older builds of Portal, plugins must be placed in the Portal/bin/ folder rather than the Portal/portal/ folder.
Once you've done that, you can load the plugin in-game via the developer console, but doing that every time would be a pain. Instead, we're going to setup an autoexec that will load it for us.
Open the Portal/portal/cfg/ folder. There'll be a number of .cfg files here. If there's already an autoexec.cfg file, great! If not, you'll need to create a new text document and name it autoexec.cfg. Make sure that filename extensions are enabled, or Windows will sneakily give your file the name autoexec.cfg.txt. If the existing files don't show .cfg, do a web search on how to display file extensions in Windows explorer for your respective version of Windows.
Edit the autoexec.cfg file. Each line in this file is a console command that will be executed every time the game starts. This is where we're going to load our plugin.
Add a line with plugin_load speedrun_demorecord-20xx, adjusting the 20xx to match the version of the plugin you downloaded.
I also recommend setting up a custom demo folder here, as otherwise the plugin will fill your portal folder with demos.
Add the line speedrun_dir ./demos/. This will instead put all the created demo folders in Portal/portal/demos/, which will be much neater.
Now, every time you open the game, the plugin will be loaded and configured correctly.
(Reminder: you can skip this section if you are using source unpack)
The start of Portal involves a minute-long cutscene in which the player is free to mess around, but can't do anything to speed it up. In the interest of maintaining their sanity, Portal runners typically start their runs by loading a save towards the end of this cutscene. Specifically, they load a save that starts exactly 53.025 seconds into the run, and the same amount of time is added on by the auto-splitter. This save can be downloaded from here.
This is the only save that is permitted, making your own is not allowed.
You need to extract the .sav file from the .7z archive. For this, I recommend 7zip.
To install it, place it in the Portal/portal/save folder. On older versions, save might instead be SAVE, but the process is no different.
How to actually use the save is covered in the Performing a Run section.
While it's possible to complete speedruns with the default binds, there's a number of very helpful additional binds that will be listed here.
These binds are provided as console commands. To run console commands from in-game, first ensure the console is enabled by going to Settings>Keyboard>Advanced and checking the "Enable developer console" box. Now, you should be able to use the backtick/tilde key (`/~), next to 1 on most keyboards, to open the console. If you can't find this key, or just don't have it, you can bind it to something else in the keyboard settings. One of the function keys is a suitable choice.
Once you have the console, you can use the commands below.
<key> represents the key you want to bind the function to. Replace it with the key you want (i.e. bind <key> becomes bind q or bind ctrl).
Any instances of A|B mean that you can put A or B. If you want both, make two separate binds.
bind mwheelup +jump&bind mwheeldown +jump- Binds the scroll wheel (up and down respectively) to a jump input.
- Required for performing optimal movement in all categories.
bind <key> "save quick"&bind <key> "load quick"- Sets your quicksave and quickload keys. Can also be done through the menu.
bind <key> "load quick01"- Loads the second most recent quicksave. Useful for when you save at a bad time.
bind <key> "save glitch; load glitch"- Make a save and load it at the same time. Very important for Inbounds and Out of Bounds speedruns.
- Note: "glitch" is just the name of the save. You could use any name.
bind <key> "load glitch"- Reloads the save in the above command. Useful in the event of a mistake.
bind <key> toggle_duck- A key that toggles your duck state, as opposed to normally needing to hold it down. Useful for certain glitches in Inbounds and Inbounds No SLA, as well as for movement in all categories except Glitchless.
bind <key> sv_player_funnel_into_portals 0|1- Using 1 will enable portal-funneling, 0 will disable it. Having a bind for both is recommended.
There's a few other useful commands you may want, but aren't worth binding. Instead, run these via the console or append these to the end of your autoexec.cfg file (Refer to the Adding to Autoexec section if you didn't install the demo recorder manually.).
cl_showpos 0|1- Shows your position and angle in the top right corner.cl_showfps 0|1- Shows your frames per second.net_graph 0|1- Shows some data about the game, including frames per second
Now that you've setup all your binds and know how to use the developer console, you can perform your first run.
There's a minute long cutscene at the start of Portal, but we're going to skip over that by loading the vault save.
Open the developer console and run speedrun_save vault. This will tell the demo recorder that you want to start your run by loading that save. You may wish to add this to your autoexec.cfg.
Now, run speedrun_start to load the save and start your run. If you want, you can add this as a bind. Livesplit should pick up on the fact that you loaded the vault save and automatically start at 53 seconds. From here, you can perform your first run. Feel free to just run through the game once with the timer running, to get a feel for it, but it's best to go through all the beginner tutorials for your chosen category and learn some strats before submitting a run to the leaderboards. It's also a good idea to read over the Submitting a Run section so you know what you have to do during the run in order for it to be accepted.
Once you've defeated Glados (and the neurotoxin starts circling up), you need to run speedrun_stop in the console in order to lock in the demos for the run. It is very important that you don't forget this step, as you can easily have your demos corrupted if you don't. The best time to do this is straight after Glados dies. You can unpause and watch the rest of the ending cutscene if you want, but it's best to stop the demos straight away.
In order for your run to be accepted, it must follow the rules of the category you're submitting to. You can see the rules for a given category by clicking the "Show Rules" button on the speedrun.com leaderboard.
All Portal runs require proof in the form of either demos, or a live video recording. For a live recording to be valid, it has to include game audio and show the livesplit timer the whole time. The best software for recording runs is OBS.
Demos will always be valid, so long as you did not pause. Pauses are timed in Portal, and demos don't record how long the player paused for. For this reason, if you pause during your run for any reason, you need to provide a live recording.
To submit with video, upload it to a video-sharing service such as youtube. Whatever service you use must provide permanent hosting. Add a publicly accessible link in the video field when submitting.
To submit with demos, upload them to a file-sharing service such as google drive. Whatever service you use must provide permanent hosting. Add a publicly accessible link in the description when submitting.
With that, you now know everything you need in order to speedrun Portal. All that's left now is to learn the strats and practice, practice, practice.
Routes are assigned a color based on their difficulty.
If you're just learning the game, follow the beginner 
Intermediate 
Advanced 
Expert 
Implement these into your runs at your own pace. As you improve, harder routes will become more accessible.

- The intended route through the first two chambers.

- Shows strats for both 02 and 03, including pre-fizzle in 02.

- Showing a few different options for 04 as well as the most consistent way for doing chamber 05.

- Shows beginner options for both chambers as well as optimizations.
- Each save a small amount of time, but are useful for top level runs.
- A jump on some level geometry to skip the orb puzzle.
- Simple route that avoids walking to the cube.
- Slightly harder variant of the portal peek route.

- Basic flings, nothing special. Having portal funnelling on helps with the last fling.
- A little tricky, skips the first fling.
- More precise final fling that can save up to 2 seconds.

- Beginner friendly methods for competing chambers 11 & 12.
- Faster but more difficult routes for 11 & 12. More info on 12 cube throw can be found here.
- Very difficult strafe that saves 4-5 seconds over the standard route.

- Shows a few options for completing Chamber 13.

- Slightly tricky fling to the end of the chamber.

- Should be used if you fail the fling.

- Slightly faster than the fling, saves less than a second but isn't too hard.
- Video goes over all routes for chamber 15.

- Slow but easy route in case you struggle with the harder strats.
- Fastest route through chamber 16.
- Small optimizations to the spiderman route.
- A simple way to skip the orb puzzles.
- Fastest way to do camera stack.
- Fling that requires some tight aiming, but is quite a lot faster than camera stack (and less random).
- Use a camera to wedge a door open, skipping most of the puzzle. Portal funneling makes the last room much easier.
- Difficult reportals that save 3.5 seconds.
- Reasonably difficult optimisations that can save 1-2s.

- Video goes over all routes for chamber 19.

- Basic route that is fairly easy to perform.

- More difficult route.
- Several optimizations, such as Mikael's shot.

- Beginner route that makes use of the Turret Flippy Skippy Tricky Flicky Wingy Swingy Thingy.
- Very challenging but fast optimisation for the flippy skippy trick. Saves a lot of time and provides the portal for the turret glass break.

- The GLaDOS fight will take a little practice, standing in the correct spot before the rocket turret comes out is very important.
- Skips the long flings and walk along the catwalk, as well as a faster version of the Glados fight.
- Multiple optimizations throughout e02 that each save a small amount of time, but are invaluable at the highest level.
- Faster approach to Glados that saves 1.5s per core. Easy on the first core, extremely difficult for the other two. For red core, see here.
Routes are assigned a color based on their difficulty.
If you're just learning the game, follow the beginner 
Intermediate 
Advanced 
Expert 
Implement these into your runs at your own pace. As you improve, harder routes will become more accessible.
Note: There are two subcategories for Inbounds No SLA. Some routes are Unrestricted only, meaning they cannot be used in Inbounds No SLA Legacy. All routes listed can be used in Inbounds No SLA Unrestricted

- The intended route that is used from beginner runs all the way to advanced runs.

- Extremely inconsistent skip that saves over 50 seconds if performed correctly.

- The intended route through the chamber.
- A quick way to execute the intended solutions to the chambers.

- Shows multiple routes for 06 and 07, including fast 07 and a few optimizations.
- Preserves a camera from 05 in order to skip using the portal in 06.
- A jump on some level geometry to skip the orb puzzle.
- A difficult ABH sequence that saves 2-3 seconds over block jump. A few methods are listed:
- A much harder optimization to ABH Over Goo that saves an additional second.
- Simple route that uses a shot under the door to skip the puzzle.

- Basic flings, nothing special. Having portal funnelling on helps with the last fling.
- Very difficult and inconsistent strat that skips the ending fling, saving 5-6 seconds.

- Very simple route. Move on to the Triple Edge Glitch once you're comfortable with the game, as it's much faster.
- Uses an edge glitch to skip the elevator between 11 and 12, saving 15-20 seconds.
- Uses an AFH out of the starting elevator to get to the portalgun faster.
- Throwing the cube fast can be a bit annoying, but otherwise it shouldn’t be too difficult.
- Slightly tricky fling to the end of the chamber.

- Should be used if you fail the fling.

- Slightly faster than the fling, saves less than a second but isn't too hard.
- Uses portal bumps to skip the orb puzzle.
- Uses QQC to save a few seconds.
- Uses portal bumps to skip the start cutscene and most of the chamber.
- Uses a portal bump to skip solving any of the orb puzzles.
- Uses a seam shot at the start of the chamber to skip the hallways. Showpos Pos: ~1584 ~384.05 Ang: ~89 ~-4.4

- 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.
- Uses back to back edge glitches to skip to the ending room. A little tricky, but about 20 years faster than any other route.
- A tasty strat that uses a pause boost on a camera to save about 8 seconds by skipping the ending flings. All runs using this strategy must be submitted with a live recording.
- An 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.
- 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.
- Uses edge glitches and portal peeks to set up a second LAG that takes you straight to the end. Use the other double lag video as well to understand how the second LAG works.

- Basic route that is fairly easy to perform.

- Faster route that is more difficult to perform.
- Very difficult route that requires good movement, precise and quick portal shooting.
- Uses an edgeglitch teleport to skip the entire piston hallway room. Optimally saves 3-4 seconds over Mikael's shot.

- Route for new runners.
- Difficult optimization for the beginner route. Also the best named strat of all time.

- 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.
- 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.
- Uses an edge glitch to destroy the cores without them having to fall out of your portal into the incinerator.
- Skips the long flings and the ABH on the bridge to get to the door as fast as possible.

- Uses a fling and an AAG to teleport into Glados' chamber, bringing a turret with you.
- 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.
Routes are assigned a color based on their difficulty.
If you're just learning the game, follow the beginner 
Intermediate 
Advanced 
Expert 
Implement these into your runs at your own pace. As you improve, harder routes will become more accessible.

- The intended route that is used from beginner runs all the way to advanced runs.
- Strategy that uses the radio to clip out of the vault well before the portal opens. Saves over 50 seconds if performed well.
- This is a very timing intensive strat that can reward you with 14 seconds of time save at the start of a run.
- Using a more precise setup and tight Save/Load timing, this strat saves up to 4 seconds over Vault Skip.

- The intended route through the chamber.
- Uses a save glitch to skip the 02 to 03 elevator. Saves around 10 seconds.
- Uses a save glitch to skip solving the puzzles in 04 and 05.
- Uses an inbounds VWW to skip part of the elevator ride, can save 5s over the basic route.
- 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.
- A long, extremely difficult strat that involves a preserved save glitch from Chamber 03. Can save up to 6 seconds over 04 VWW if executed perfectly.

- Shows multiple routes for 06 and 07, including fast 07 and a few optimizations.
- A jump on some level geometry to skip the orb puzzle.
- A difficult ABH sequence that saves 2-3 seconds over block jump. A few methods are listed:
- A much harder optimization to ABH Over Goo that saves an additional second.
- Simple route that uses a shot under the door to skip the puzzle.
- Saves 1-2 seconds over the standard method if done perfectly, but the saveload timing can take a bit to get used to.
- 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.

- Basic flings, nothing special. Having portal funnelling on helps with the last fling.
- Very difficult and inconsistent strat that skips the ending fling, saving 5-6 seconds.

- Very simple route. Move on to the Triple Edge Glitch or Softwall Save Glitch once you're comfortable with the game, as they're much faster.
- Uses an edge glitch to skip the elevator between 11 and 12, saving 15-20 seconds over the beginner route.
- Uses a save glitch to skip the entirety of chamber 12. Optimally saves 7 seconds over the triple edge glitch.
- Uses an AFH out of the starting elevator to get to the portalgun faster.
- Difficult save glitch that is under time pressure. Saves 2-3 seconds over softwall save glitch.
- Throwing the cube fast can be a bit annoying, but otherwise it shouldn’t be too difficult.
- A very simple save glitch to skip to the end of the chamber. Saves a couple of seconds over the beginner route.
- Slightly tricky fling to the end of the chamber.
- Somewhat difficult save glitch that sets up for a TPWW in 15. Loses roughly 2 seconds over Reportal but gains it back and more in 15. An optimization for this route can be found at the beginning of the IUE tutorial.
- An involved save glitch to make it to the end room.
- Uses QQC to save a few seconds.
- 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.
- A 3 part route between chambers 15-17 involving several TPWWs and Load Glitches. Optimally saves ~5 seconds, but is extremely difficult.
- A short save glitch to get to the end. There's also a 3-shot method, which is applicable for Turretless.
- A very difficult route that preserves save glitch state through Chamber 17 and 18 saving around 26 seconds in total.
- An improvement to Turretless that saves 2-3s and is similar in difficulty.
- The second part of IUE, continued from chamber 15.
- Uses a portal bump to skip solving any of the orb puzzles.
- 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.
- Turretless, continued.
- An improvement to Turretless that saves an additional second or so, but is notably easier to preserve save glitch into 18 with.
- The final part of IUE. Finishes in the same way as Turretless, including the preserve into 18.
- Save glitch to the end of the chamber.
- Save glitch to the end of the chamber.
- Requires a save glitch preserve, either from Turretless or IUE.
- An 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.
- 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 the save glitch route.
- A save glitch after Loch Ness that saves a substantial amount of time.

- Basic route that is fairly easy to perform.

- Faster route that is more difficult to perform.
- Save glitch with a very precise shot that saves several seconds over other routes.
- Alternate save glitch than can be about a second faster. Also makes the precise shot a little easier.

- Route for new runners.
- Save glitch to skip to the end of e01. Same speed as route 4, pick your favourite.
- Save glitch to skip to the end of e01. Same speed as static SG, pick your favourite.
- 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.
- Uses an edge glitch to destroy the cores without them having to fall out of your portal into the incinerator.
- Skips the long flings and the ABH on the bridge to get to the door as fast as possible.

- Uses a fling and an AAG to teleport into Glados' chamber, bringing a turret with you.
- Does the AAG before the turrets finish lowering, allowing them to drop directly into the Glados room. Extremely precise to perform, and with very little time to set up. Saves about 3 seconds over regular AAG.

- The intended route that is used from beginner runs all the way to advanced runs.
- Strategy that uses the radio to clip out of the vault well before the portal opens. Saves over 50 seconds if performed well.
- This is a very timing intensive strat that can reward you with 14 seconds of time save at the start of a run.
- Using a more precise setup and tight Save/Load timing, this strat saves up to 4 seconds over Vault Skip.
- Only possible on older builds (4104 or earlier). Fastest route when paired with vault skip.
- Simple save glitch to end.
- Simple save glitch to get under the elevator that uses the new game feature to get up to 04. You must record video to use this strat since it requires pausing. You also must run "sv_unlockedchapters 0" every time you reset.
- Starts 04 in front of the elevator, saving around a second.

- Using a Viewsnap to skip needing the save glitch to get out of bounds. Optimally saves just over a second compared to the save glitch. The falling save glitch is interchangeable with the VWW used above. Viewsnap sensitivity: 5446.7218

- Simple save glitch to end. Two options are linked.
- Multiple save glitches to get you in front of the elevator in 06.
- Very precise but simple shot set up in the previous chamber. Showpos coordinates: -72.60 164.56

- A modified seamshot, followed by a very hard chain of actions to get you in front of the elevator in 08. Showpos coordinates: -66.80 168.77
- Not possible on older versions (4104 and earlier)
- A jump on some level geometry to skip the orb puzzle.
- A difficult ABH sequence that saves 2-3 seconds over block jump. A few methods are listed:
- A much harder optimization to ABH Over Goo that saves an additional second.
- Performing ABH over goo starting in front of the elevator. Saves a second or two over regular over goo and can be combined with PDI.
- Simple route that uses a shot under the door to skip the puzzle.
- Preserving sg from 09 into 10 so you can skip getting save glitched again, as well as starting 10 in front of the elevator.

- 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.
- Save glitching and going out of bounds to get under the elevator for 11.

- Uses a vertical wall warp and save glitch to skip the 10 elevator, saving up to 10 seconds over the under elevator route.

- Uses a difficult ABH sequence to perform the elevator skip a little faster. Saves some time in 11 from starting behind the elevator wall rather than inside of it. Totals about 2-3 seconds.
- Uses a superwarp to get to the top of the level much faster than the VWW. Saves ~3 seconds if performed optimally, but requires total mastery of speed control to consistently execute.
- Starting from under elevator, uses out of bounds shots to get to the end of chamber 12.
- Easier route for chamber 11 that starts from the regular level load. You'll need to use the inbounds route for 10.
- Lead on from the VWW strat in 10. Simple shots to get under the elevator.
- This is used for setting up under elevator 3. Requires very quick portal peeks, QCS, and a falling save glitch, all on a very tight timing window.
- A strat that can be repeated from chambers 13 through 18, beating them all in roughly the same way.
- Uses VWW or FSG to save a small amount of time per chamber, totalling around 5-7 seconds over the entire run. Is a lot more difficult than UE1 and saves very little.
- Utilizing Quick Quantum Crouch Storage to shoot out of bounds and quickly complete chamber 19.
- Starts chamber 19 under the elevator using falling save glitch to skip using QQCS, saving around 2 seconds.

- Basic portal shooting to get to the next load zone.
- Utilizes free oob movement to skip the shot toward the black box. Optimally about 0.2 seconds faster but is extremely difficult to save time with.

- Basic portal shooting to get to the next load zone.
- A series of portal shots and PQRs to get to GLaDOS' chamber fast.


- Uses an AAG to teleport into Glados' chamber, bringing a turret with you
- 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. Builds with free oob can do the crouch into the level transition, while in builds without you will need to portal yourself over to the same area.