Elements · LEVEL 11 · Verified walkthrough

The Timed Ember Store

Use the red bridge to exchange sides, release both stored crates with the green plates, and place them in the lower lava pools. Hold the timed cyan passage for your partner, then ferry Watergirl across the bottom pools on the last crate to collect all ten diamonds.

Level objective

Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Timed Ember Store, elements level 11: actual game view with Fireboy, Watergirl, diamonds, elemental pools, matching exits, and this level’s mechanisms.
The level at its starting positions. Orange is safe for Fireboy; blue is safe for Watergirl; purple goo is dangerous to both.
Level at a glance
CampaignElements · 11 of 39
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards8 lava pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 4 moving platforms, 3 stone boxes
Win conditionBring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower left. Watergirl: lower right.

Step-by-step walkthrough

  1. Lower the red bridge

    Fireboy leaves the right starting shelf, jumps onto the red plate in the middle and stays there. Watergirl walks to the end of her starting shelf, jumps onto the lowered bridge and continues right to collect the first blue diamond.

  2. Collect the outer diamonds

    Fireboy takes the red diamond on the upper-left lava shelf, jumps up to the left bank and then onto the shelf with the left green plate. Drop left for the outer red diamond. Watergirl jumps onto the right green shelf and drops right for the outer blue diamond.

  3. Release the stored crate

    Both heroes jump back onto their green plates at the same time. The two panels slide apart and release the upper crate onto the one beneath it. Watergirl then leaves her plate and waits on the outer-right shelf.

  4. Send one crate to each side

    Fireboy drops around the left shelves to reach the stacked crates from the left. Push the bottom crate across the lava and off the right end of this floor. Return to the middle, move to the right of the remaining crate and push it off the left end.

  5. Build the lower crossings

    Fireboy drops beside the left crate, jumps over it and pushes it right into the left lava pool. Jump onto the middle bank and collect both red diamonds on this floor. Go right, jump over the second crate and push it left into the right lava pool.

  6. Bring Watergirl down

    Watergirl leaves the left edge of the outer-right shelf and steers back right as she falls, landing on the dry shelf below. Collect the blue diamond there. Jump from the right bank onto the crate, then from the crate onto the middle dry bank.

  7. Hold the cyan passage

    Fireboy stands on the cyan plate in the middle. Watergirl collects the middle blue diamond, jumps across the left lava pool using its crate, and drops through the open passage at the far left. Fireboy follows without stopping; the passage stays open for three seconds after he leaves the plate.

  8. Prepare the last crate

    Fireboy jumps for the bottom red diamond, moves to the right of the bottom crate and pushes it left into the first bottom lava pool. Watergirl waits on the left dry bank, then jumps onto the crate.

  9. Ferry Watergirl across

    Fireboy jumps over the crate to its left side and pushes it right through both bottom lava pools. Watergirl keeps moving to stay over its centre. She collects the last blue diamond from the moving crate, then jumps onto the dry bank at the far right.

  10. Enter the matching exits

    Check that all ten diamonds are collected. Fireboy returns to the red exit at the bottom left and Watergirl enters the blue exit at the bottom right. 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.

How this room’s mechanisms work

  • Switch 1

    upper center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 1.

  • Switch 2

    upper right

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 2.

  • Switch 3

    upper left

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 3.

  • Switch 4

    lower center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 4.

  • Moving platform 1

    upper center

    At least one of these inputs must be active: Switch 1.

    When powered, it moves down; when power is released, it returns.

  • Moving platform 2

    middle center

    At least one of these inputs must be active: Switch 2.

    When powered, it moves right; when power is released, it returns.

  • Moving platform 3

    middle center

    At least one of these inputs must be active: Switch 3.

    When powered, it moves left; when power is released, it returns.

  • Moving platform 4

    lower left

    At least one of these inputs must be active: Switch 4.

    When powered, it moves left; when power is released, it returns.

  • Stone box 1

    middle center

    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.

  • Stone box 2

    middle center

    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.

  • Stone box 3

    lower center

    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.

If you get stuck

Check the unfinished objective

The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.

A gate or platform moved back

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.

You missed a moving platform

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.

You cannot recover safely

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.

Level questions

How do you finish The Timed Ember Store?

Use the red bridge to exchange sides, release both stored crates with the green plates, and place them in the lower lava pools. Hold the timed cyan passage for your partner, then ferry Watergirl across the bottom pools on the last crate to collect all ten diamonds. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Timed Ember Store?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Timed Ember Store?

8 orange lava pools (upper center, middle center, lower left, and lower right). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Timed Ember Store?

Switch 1 (upper center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (upper right): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.