Elements · LEVEL 10 · Verified walkthrough
Move the light crate onto the left counterweight to raise Fireboy, then use the heavy crate to bring the right deck down for Watergirl. Keep the red bridge clear of the rising left crate and jump back onto the right deck as soon as the heavy crate is off it.
Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 10 of 39 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 3 plates, 1 lever, 6 moving platforms, 2 stone boxes |
| Win condition | Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper center. Watergirl: upper center. |
Fireboy goes right for the red diamond, jumps back over the small bank and crosses the bottom floor to the left. Climb the staggered left shelves to collect the red diamond over the middle shelf. Descend and jump onto the left counterweight near the yellow plate.
Watergirl stands on the yellow plate beneath the left counterweight. Fireboy jumps right, crosses the bottom floor and boards the yellow lift. Jump onto the right ledge, walk past its red lever and jump left onto the middle ledge for the red diamond. Drop down and wait on the right counterweight.
Watergirl leaves the yellow plate and climbs the staggered shelves on the far left. Stand on the cyan plate on the upper shelf until its horizontal panel pushes the light crate onto the left suspended deck. The crate lowers that deck and raises Fireboy on the right.
Fireboy jumps from his raised deck onto the right bank, then onto the heavy crate. Jump straight up from the crate for the high red diamond, then jump left onto the exit floor. Watergirl jumps left from the cyan plate to collect the blue diamond at the top of the left stairs.
Watergirl returns down the left shelves and jumps onto the lowered left counterweight. Push the light crate a little to the right, keeping it on the deck over the yellow plate. Leave it there and use the raised yellow lift to reach the right-hand lever ledge. Collect its blue diamond.
Watergirl walks past the red lever to move the red panel left. Jump left to the middle ledge, stand in the gap just right of that panel and jump straight up before steering right onto the upper middle shelf. Collect the blue diamond and move right onto the blue plate.
The blue plate raises the heavy crate out of its holder. Fireboy pushes it right onto the stone bank and stops before it reaches the right suspended deck. Watergirl can now leave the blue plate.
Watergirl drops off the left edge of the middle shelf, uses the yellow lift to return to the right lever ledge and walks past the lever once more. This moves the red bridge right, clear of the left counterweight shaft. Drop left onto the yellow lift, then walk off its right edge to the bottom floor. Wait left of the right counterweight.
Fireboy pushes the heavy crate fully onto the right suspended deck and waits on the stone bank. Its greater weight lowers the right deck and raises the lighter crate on the left. Wait until the right deck reaches the bottom.
Watergirl pushes the heavy crate right off the deck onto the fixed floor by the outer wall. Immediately jump left back onto the suspended deck before it rises out of reach. The light crate lowers the opposite side and lifts her to the top.
Watergirl jumps left onto the upper bank, crosses the empty crate holder and collects the final blue diamond at the left end of the exit floor. Fireboy jumps across the same holder. Enter the red and blue doors once all eight diamonds are collected; either hero can enter first.
This route was verified in the game simulation using player controls, required diamonds, and both matching exits. It describes this version’s independently reconstructed room, not an official walkthrough.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
lower right
Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave.
Controls Moving platform 3.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 6.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
middle left
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
lower right
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
middle center
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
upper left
Walk against its side to push it along its supporting surface.
A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.
middle right
Walk against its side to push it along its supporting surface.
A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
A pressure plate releases when its rider or weight leaves. Keep your partner on it until you are safely across. Levers stay set after you leave; check their ON or OFF state before crossing.
Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.
Return to safe ground and use the connected switch to bring it back. Board before your partner releases the plate or changes the lever. Avoid jumping into its underside; line up with the open shaft first.
Pause and choose Restart level to reset both heroes, diamonds, weights, and switches. Previously completed levels stay saved. Follow the step order before moving a box or releasing a weight.
For touch controls, jumping, audio, or online connection problems, see player troubleshooting.
Move the light crate onto the left counterweight to raise Fireboy, then use the heavy crate to bring the right deck down for Watergirl. Keep the red bridge clear of the rising left crate and jump back onto the right deck as soon as the heavy crate is off it. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (middle left): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower right): Controls Moving platform 3. Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave. Switch 3 (middle right): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower left): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.