Elements · LEVEL 2 · Verified walkthrough

The Crossing Descent

Trade sides across the top, raise the block onto the green plate, and take turns opening the descending route. Fireboy returns up the left ledges; Watergirl finishes at the bottom right.

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 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Crossing Descent, elements level 2: 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 · 2 of 39
Collectibles7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional.
Hazards3 lava pools, 3 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 plate, 2 levers, 3 moving platforms, 1 stone box
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 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower left. Watergirl: lower right.

Step-by-step walkthrough

  1. Trade sides across the upper pools

    Watergirl begins at the upper left and Fireboy at the upper right. Collect the nearby matching diamond before walking inward off the starting shelf. Fireboy jumps LEFT over the blue pool; Watergirl jumps RIGHT over the orange pool. Each hero jumps across the central purple goo, collects the matching central diamond, then crosses the safe matching pool on the opposite side. Jump out over its raised rim before dropping down the outer edge. Fireboy collects the far-left orange diamond and Watergirl the far-right blue diamond.

  2. Bring both heroes to the green bridge

    Fireboy jumps RIGHT across the narrow gap beside the square block to reach the long middle walkway. Collect its orange diamond farther right. Watergirl moves LEFT from the far-right landing onto the green pressure plate. Keep Watergirl standing there until the green bridge slides right, opening a hole in the middle. Fireboy walks LEFT into that hole and drops to the floor below.

  3. Raise the square block

    Fireboy heads LEFT through the orange pool. Jump LEFT out of its raised rim onto the yellow lever ledge and walk past the lever. Leave it ON. The yellow lift raises the square block into the gap in the walkway above. Fireboy waits on this ledge while Watergirl handles the block.

  4. Replace Watergirl with the block

    Watergirl leaves the green plate and walks LEFT along the middle walkway, collecting its blue diamond. Jump LEFT over the block onto its outer ledge, then push the block RIGHT. Follow it across the middle walkway until it rests on the green pressure plate. Leave it there: the block keeps the central bridge open after Watergirl leaves. She walks LEFT back to the open hole and drops to Fireboy’s floor.

  5. Open the second drop from below

    Watergirl heads RIGHT across the purple shelf and drops off the outer end into the blue pool below. Collect the blue diamond during the drop. Walk LEFT through the pool, jump out over its rim, and cross the purple lever. Leave the lever ON; the purple shelf slides left and opens a new central gap above. Watergirl waits near this lever.

  6. Bring Fireboy into the lower room

    Fireboy heads RIGHT through the orange pool and jumps out of its raised rim onto the dry central floor. Continue RIGHT into the newly opened gap where the purple shelf used to be. Drop onto the wide floor below. Walk LEFT off that floor into the lower shaft to collect the orange diamond. Fireboy lands on the bottom floor.

  7. Collect the orange island diamond

    Fireboy walks RIGHT through the lowest orange pool and jumps onto the small island above it. Collect its orange diamond, then jump LEFT back toward dry ground. If the pool’s raised left rim stops the landing, jump LEFT once more to clear it. Continue left along the bottom floor.

  8. Return Fireboy to his higher exit

    Stop just LEFT of the small return ledge above the bottom floor, leaving space beside its sloping tip. Jump straight UP, then steer RIGHT near the top of the jump to land on that tip. Steering right too early hits the ledge’s underside. From this ledge, jump LEFT to the higher orange exit shelf and enter Fireboy’s door.

  9. Take Watergirl across the bottom

    Watergirl walks LEFT from the purple lever and drops through the same lower shaft, collecting its blue diamond. Walk LEFT through the blue pool for the last left-hand diamond, then jump RIGHT out over its rim. Head right along dry ground until the long orange pool begins. Jump RIGHT onto the small island above the pool, walk to the island’s right edge, then jump RIGHT again to the dry bank. Enter the blue exit at the far right. Both matching doors finish the room; all fourteen diamonds give a perfect clear.

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

    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 Moving platform 3.

  • Switch 3

    lower 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 2.

  • Moving platform 1

    middle center

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

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

  • Moving platform 2

    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 3

    middle left

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

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

  • Stone box 1

    middle 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.

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 Crossing Descent?

Trade sides across the top, raise the block onto the green plate, and take turns opening the descending route. Fireboy returns up the left ledges; Watergirl finishes at the bottom right. 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 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Crossing Descent?

14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Crossing Descent?

3 orange lava pools (upper left, middle left, and lower center), 3 blue water pools (upper right, lower right, and lower left), 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.

What do the switches do in The Crossing Descent?

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 (middle 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 (lower center): Controls Moving platform 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.