Elements · LEVEL 15 · Verified walkthrough

The Twin Turning Gates

Use the block to lower each inner lift, then steer the warm and cold beams with the two upper levers. Watergirl visits the left-hand pools and Fireboy the right-hand pools. Open both turning gates before returning to the lower exits.

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Level objective

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

The Twin Turning Gates, elements level 15: 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 · 15 of 39
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards3 lava pools, 3 water pools, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 4 levers, 4 moving platforms, 2 rotating bars, 1 stone box
Win conditionBring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle left. Watergirl: middle right.

Step-by-step walkthrough

  1. Collect the bottom diamonds and park the block

    Watergirl crosses the bottom floor, collecting the blue diamond in the central dip and pushing the block left onto the blue plate. Jump over the block and continue left for the blue diamond near the starting side. Fireboy jumps over the block, collects the red diamond in the dip, then jumps out on the right for the other low red diamond. Return him to the green plate.

  2. Climb onto the blue lift

    Watergirl approaches the pointed end of the lower left shelf. Jump straight up from just left of the tip, then steer right onto it. Jump onto the safe bank before the purple pool, then onto the lowered blue lift. Jump for the blue diamond above the lift.

  3. Move the block to the green plate

    While Watergirl waits on the blue lift, Fireboy jumps over the block and pushes it right onto the green plate. The blue lift rises and the green lift lowers. Watergirl moves to the right edge of her raised lift and jumps towards the small central glass shelf, then jumps across the right purple pool to its safe bank.

  4. Reach the upper controls

    Stop Watergirl on the safe bank before jumping left onto the lowered green lift. Jump right onto the sloping edge beside the water pool. Walk into the water, then jump straight up before steering left onto the upper central shelf. Walk past the yellow lever, then the white lever.

  5. Open the upper left passage

    Turn the white lever back off while leaving the yellow lever on. Wait for the warm beam to reach the left receiver and lower its blocking panel. Watergirl goes left for the high blue diamond, jumps onto the small upper left shelf, then across the passage into the top water pool. Drop left to the red lever.

  6. Bring Fireboy up the left side

    Fireboy jumps to the right of the block and pushes it back onto the blue plate. Watergirl turns the red lever back off so its turning gate stays upright and leaves the lower climbing tip clear. Fireboy uses that tip and the safe bank to reach the lowered blue lift.

  7. Collect the right lift’s red diamond

    Fireboy jumps right to the central glass shelf, stops there, then jumps onto the raised green lift for its red diamond. Jump back to the glass shelf and the blue lift. Jump left onto the sloping edge of the lava pool, walk into the lava and jump straight up before steering right onto the upper shelf. Cross the top for the high red diamond.

  8. Finish Watergirl’s left-hand diamonds

    Watergirl drops into the lower left water pool for its blue diamond. Jump up towards the right edge of the red lever’s shelf, then walk left past the lever to open the turning gate. Fireboy sets the upper mirrors to white off and yellow on again so the warm beam keeps the upper left passage open.

  9. Return Watergirl to the centre

    Watergirl steps slightly left of the overhanging corner on the red lever’s shelf. Jump up before steering right into the top water pool. Stop before jumping across the open passage, then jump from the small shelf back to the upper centre.

  10. Send Fireboy through the right passage

    Set the upper mirrors to white on and yellow off. Wait for the cold beam to reach the right receiver and lower its panel. Fireboy jumps from the upper centre to the small right shelf, crosses the open passage and drops to the blue lever. Drop left into the lower lava pool for the last red diamond.

  11. Open the right turning gate and return

    Fireboy jumps back to the blue lever’s shelf. Leave that lever on so its turning gate lies flat. Step clear of the overhanging corner, jump up into the top lava pool, then jump back across the open passage and return to the upper centre.

  12. Cross the turning gates to both exits

    Watergirl returns to the right water pool. Step off its left pointed edge and steer right underneath it onto the safe lower shelf, keeping clear of the purple pool. Jump onto the flat blue turning gate and cross to her lower right exit. Fireboy descends through the left lava pool, steps off its right pointed edge and steers left beneath it. Jump onto the flat red turning gate and cross to his lower left exit.

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

    lower 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

    lower center

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

    Controls Moving platform 2.

  • Switch 3

    middle left

    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 Rotating bar 1.

  • Switch 4

    upper center

    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.

    This switch has no connected device in the current room.

  • Switch 5

    middle 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 Rotating bar 2.

  • Switch 6

    upper center

    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.

    This switch has no connected device in the current room.

  • Moving platform 1

    middle 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 down; when power is released, it returns.

  • Moving platform 3

    upper right

    No switch is connected to this mechanism.

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

  • Moving platform 4

    upper left

    No switch is connected to this mechanism.

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

  • Rotating bar 1

    middle left

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

    Turns to its active angle while powered, then returns when power is released.

  • Rotating bar 2

    middle right

    At least one of these inputs must be active: Switch 5.

    Turns to its active angle while powered, then returns when power is released.

  • Stone box 1

    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 Twin Turning Gates?

Use the block to lower each inner lift, then steer the warm and cold beams with the two upper levers. Watergirl visits the left-hand pools and Fireboy the right-hand pools. Open both turning gates before returning to the lower exits. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle 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 Twin Turning Gates?

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 Twin Turning Gates?

3 orange lava pools (upper right, middle left, and middle right), 3 blue water pools (upper left, middle right, and middle left), and 2 purple goo pools (middle center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Twin Turning Gates?

Switch 1 (lower 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 (lower center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle left): Controls Rotating bar 1. 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 4 (upper center): This switch has no connected device in the current room. 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 5 (middle right): Controls Rotating bar 2. 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 6 (upper center): This switch has no connected device in the current room. 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.