Player 1: Make your way through the force field and into the other half of the room. You’ll want your two portals on the angled wall panel in the left-hand corner and also on the angled wall panel in the lower right-hand corner of the room.

Player 2 : Immediately turn to your right and get yourself up onto the ledge in the corner of the room. From here, look directly across the room and set a portal on both of the angled wall panels. Once all four portals are ready, hit the Arial Faith Plate behind you and you’ll fly through the air towards the exit.

Now hit the red plunger and a Companion Cube will drop down onto the Arial Faith Plate, carrying it through the same portals you just passed through. As soon as the Cube nears you, grab it and then drop it down on the ground for player 1.

Player 1 : Pick up the Cube, drop it into the square bucket-like switch on the ground, then proceed back through the force field towards the entrance to the room.

Make your way up onto the ledge to your left and walk around the left-side of the Arial Faith Plate, get your portals on the two single wall panels in the far end of the room.

Player 2 : From where you are, place your portals in the same wall panels where player 1’s were previously. This’ll create the same 4-portal pathway you used to reach the platform you’re currently standing on.

Player 1 : Stand on the Faith Plate and you’ll whizz through the portals and land beside player 2, allowing you both to proceed to the next half of the test.

Part 2

Player 1: Run over the Arial Faith Plate and you’ll land near the door at the other side of the room.

Player 2 : Whilst player 1 is sailing through the air, you’ll want to set a portal on the wall panel hanging down above the Arial Faith Plate and then on the vertical panel in the corner of the room to your immediate right.

Player 1 : Stand on the Faith Plate to send yourself backwards through the chamber, you’ll - ideally - want to complete a full ‘lap’ of the room before player 2 hits the button.

Player 2: Once player 1 has completed 1 ‘lap’, wait for them to hit the Faith Plate in the water (the one that leads them directly into the wall panel). As soon as they hit the plate, press the plunger to release the Companion Cube.

Player 1 : If player 2 has timed their button push correctly, the Cube will be flinging its way straight at you just as you pass through the portal. Get ready to catch it with a deft press of the action button.

Player 2: You now need to get rid of all portals in the room (causing the panel to rise upwards), which in turn will allow player 1 to land safetly with the Cube.

Player 1 : With the Cube still firmly in your grasp, stand on the Faith Plate that’ll take you back to the exit. Drop the Cube in the red switch to open up the exit!

**** Missable Achievement/Trophy! ****

If you can catch the Companion Cube on your FIRST attempt (so it’s down to player 2 to push that button at the right time), you’ll be rewarded with the ‘Iron First’ accolade as soon as you get the Cube safely into its resting place near the exit.

Trophy icon
Iron Grip

Never lose a cube in Chamber 6 of the Mass and Velocity co-op course


Guide Information

  • Publisher
    Valve Corporation
  • Platforms
    PC, PS3, 360
  • Genre
  • Guide Release
    30 June 2011
  • Last Updated
    7 December 2020
  • Guide Author

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Welcome back to Aperture Science, a world where your Companion Cube isn't you're only company. Take control of Chell once again in Valve's sequel which takes you on an humorous and puzzling adventure and in our detail-packed guide we'll show you:

  • How to solve every test chamber first time.
  • Conquer every co-op chamber with a friend.
  • Loads of High Definition screenshots and videos showing you the solutions to every single chamber.
  • High Definition strategy videos for every achievement in the game.
  • Uncover all of the hidden secrets and Easter eggs.

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