Elements · LEVEL 16 · Verified walkthrough
Lower the two movable mirrors into the bottom passage, then use the green lever to send the yellow beam through all three mirrors to the receiver. Fireboy crosses the upper lava to hold the purple plate. Watergirl opens the white gate and uses the seven-second plate to bring both heroes to the exits.
Page updated
Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 16 of 39 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 2 lava pools, 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 levers, 2 plates, 4 moving platforms, 4 portals, 3 stone boxes |
| Win condition | Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. 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 right. Watergirl: upper right. |
Watergirl jumps left over the purple pool, walks past the red lever and collects the blue diamond by the left wall. Enter the glowing red portal to reach the lower left chamber.
Walk left across the water bank and jump towards the timed plate’s shelf, collecting the blue diamond on the way. From that shelf, jump onto the pointed left end of the higher platform for the other blue diamond. Continue right towards the mirror crate.
Jump onto the crate, then onto the short sloping bank to its right. Push the crate left down the ramp onto the timed plate’s shelf. Jump to its left, step down beside the left wall and push it right off that shelf. Follow it into the bottom passage.
Step off the crate on its left and push it a little farther right. Leave it upright on the lowest flat floor, beneath the receiver mounted under the water bank. Keep the passage through the nearby glass window clear. Jump back over the raised stone step and turn on the green lever at the bottom left.
Fireboy jumps left over the purple pool. Leave the red lever on, then jump onto the high shelf for the red diamond and enter the upper green portal. In the lower right chamber, leave the glass shelf and descend to the right for the low red diamond.
Fireboy crosses the bottom lava and approaches the yellow lever’s shelf from its pointed left end. Jump up before steering onto it. From just left of that shelf’s overhang, jump up before steering onto the next shelf with the middle mirror crate.
Use short, gentle rightward pushes to tip the middle crate off its right-hand edge. Let it turn a quarter turn and settle on the bottom right floor beneath the untouched upper mirror. Jump from the middle shelf towards the red diamond on the right, then descend. Return to the yellow lever’s shelf and leave the yellow lever on.
Fireboy jumps left from the yellow lever’s shelf onto the glass platform and uses the green portal to return above. Cross left past the red lever, keeping it on, then jump over the purple pool and wait on the raised bank before the upper lava passage.
Watergirl climbs the small bottom step, jumps onto the water bank and returns through the red portal. Jump to the upper green portal, enter it and collect the blue diamond on the lower right glass shelf. Return through the green portal, then use the red portal to descend left again.
Watergirl descends past the timed shelf to the bottom green lever and turns it off. The fixed mirror turns the yellow beam right. It should reflect down from the upper crate, left from the quarter-turned lower right crate, through both glass windows, then up from the lower left crate into the receiver. Wait for the yellow panel above to open.
Fireboy jumps from his raised bank onto the upper lava, crosses the open yellow panel and jumps for the last red diamond. Leave him on the purple plate. Watergirl returns through the red portal, crosses the purple pool and jumps onto the dry pointed lip just before the upper lava. Jump left from that lip onto the now-open upper alcove and walk to the white lever.
Watergirl leaves the white lever on. Return through the right side of the alcove, using the dry lip to drop back onto the raised bank. Fireboy crosses the upper lava back to that same bank. Watergirl then returns left through the red portal and jumps onto the lower timed plate.
Keep Watergirl standing on the timed plate while Fireboy crosses the two lowered white panels and waits just beyond them. Watergirl then walks to the timed shelf’s right tip, jumps onto the water bank and returns through the red portal. Run right, jump over the purple pool and pass the white panels before the seven-second timer expires. Guide Fireboy to the fire door and Watergirl to the water door.
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.
upper 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 Portal 1 and Portal 2.
lower 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 Portal 3 and Portal 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.
This switch has no connected device in the current room.
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.
Controls Moving platform 4.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper center
At least one of these inputs must be active: Switch 5.
When powered, it moves up; when power is released, it returns.
upper right
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 6.
When powered, it moves down; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
upper left
At least one of these inputs must be active: Switch 2.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Switch 2.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
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.
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.
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.
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.
Lower the two movable mirrors into the bottom passage, then use the green lever to send the yellow beam through all three mirrors to the receiver. Fireboy crosses the upper lava to hold the purple plate. Watergirl opens the white gate and uses the seven-second plate to bring both heroes to the exits. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. 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.
2 orange lava pools (upper right and lower right), 1 blue water pool (lower center), and 1 purple goo pool (upper 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.
Switch 1 (upper left): Controls Portal 1 and Portal 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 2 (lower left): Controls Portal 3 and Portal 4. 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 (lower right): 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 4 (upper center): Controls Moving platform 4. 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 (upper right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (lower left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.