Elements · LEVEL 19 · Verified walkthrough

The Reservoir Gates

Watergirl opens the red and blue routes, Fireboy raises the green gate, then Watergirl brings the reservoir shuttle over so Fireboy can reach the bottom exits without touching water.

Level objective

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

The Reservoir Gates, elements level 19: 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 · 19 of 39
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards7 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 1 lever, 4 moving platforms
Win conditionBring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. 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 left.

Step-by-step walkthrough

  1. Send Watergirl through the upper pools

    Watergirl starts on the lower of the two starting shelves. Move LEFT into the clear space beside the upper shelf, jump UP, then steer RIGHT onto it. Cross the two long water basins and collect both blue diamonds. Jump over each basin’s raised right rim. Walk off the far-right end and drop onto the small ledge below.

  2. Hold the red plate for Fireboy

    From the right ledge, Watergirl jumps LEFT across the gap to the long floor with the red pressure plate. Stand on that plate until its matching gate on the left has fully risen. Fireboy drops off the LEFT of his starting shelf, then walks RIGHT through the open gate. Jump across the central water basin to collect its red diamond. Continue to the pointed right edge and jump across to the far-right ledge for the next red diamond.

  3. Bring both heroes to the left middle ledge

    Fireboy steps LEFT from the right ledge and drops onto the sloping bank below. Follow it LEFT to the central gap and jump LEFT across to the other bowl-shaped shelf. Climb its left end, then jump LEFT onto the higher dry ledge beside the small water basin. Leave Fireboy on this dry ledge. Watergirl may now leave the red plate: walk off her floor’s RIGHT end, follow the same descending bank, cross the central gap and jump onto Fireboy’s ledge.

  4. Use the blue plate to reach the green lever

    Watergirl crosses the small water basin to the LEFT, jumps over its left rim and stands on the blue plate beside the wall. Keep her there while the blue gate below opens. Fireboy steps off the dry ledge’s pointed RIGHT tip, then steers LEFT during the fall so he lands just left of the green gate on the lower corridor. Walk LEFT through the open blue gate to the green lever.

  5. Collect the lever diamond and leave green power on

    Fireboy jumps straight up beside the green lever to collect the red diamond overhead. Landing may toggle the walk-through lever again, so check its indicator and use the nearby Use control to leave it ON. Wait for the green gate to rise. Fireboy walks RIGHT beyond the blue gate before Watergirl leaves her plate. Keep him on the flat corridor while she comes down.

  6. Bring Watergirl through the green corridor

    Watergirl leaves the blue plate, crosses the small basin RIGHT and jumps onto the dry ledge again. Drop off its RIGHT end onto the bowl below, then move RIGHT into the central gap and fall into the lower water basin. Jump over that basin’s LEFT rim and walk up the slope, then LEFT through the raised green gate to collect the blue diamond in the corridor.

  7. Cross the lower reservoir in the matching way

    Fireboy walks RIGHT down the corridor’s slope to the dry lip before the central water basin. Jump across the basin to the right bank; this jump also collects the red diamond overhead. Climb the right slope and wait on the high dry shelf. Watergirl returns RIGHT, crosses the same basin safely, jumps over its right rim and climbs after him.

  8. Let Watergirl fetch the bottom shuttle

    Watergirl walks off the high shelf’s RIGHT end and drops along the outside wall into the bottom reservoir, collecting the blue diamond on the way. Jump LEFT onto the shuttle, then jump LEFT again onto the dry bottom floor. Walk LEFT for the blue diamond beneath the central basin, then return RIGHT to stand on the light-blue pressure plate. Stay on it until the shuttle has moved all the way to the right.

  9. Carry Fireboy back across the water

    With Watergirl still on the bottom plate, Fireboy walks off the high shelf’s RIGHT end and lands on the shuttle above the water. Once he is standing safely on it, Watergirl steps LEFT off her plate. Wait while the shuttle carries Fireboy LEFT, then jump him LEFT onto the dry bottom floor. If the deck has not reached either end, wait before stepping or jumping.

  10. Collect the last red diamond and enter both exits

    Fireboy travels LEFT along the bottom floor to the water basin near the left wall. Jump across it to collect the red diamond and land on the dry left bank, then enter the red door. Watergirl walks LEFT to the blue door on the dry floor just right of that basin. Either hero can enter first; both must stand in their matching doors to finish.

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

    middle right

    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 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 Moving platform 3.

  • Switch 3

    middle left

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

    Controls Moving platform 2.

  • Switch 4

    lower right

    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 up; when power is released, it returns.

  • Moving platform 2

    middle left

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

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

  • Moving platform 3

    middle center

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

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

  • Moving platform 4

    lower right

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

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

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 Reservoir Gates?

Watergirl opens the red and blue routes, Fireboy raises the green gate, then Watergirl brings the reservoir shuttle over so Fireboy can reach the bottom exits without touching water. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. 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 Reservoir 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 Reservoir Gates?

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

What do the switches do in The Reservoir Gates?

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