Elements · LEVEL 20 · Verified walkthrough
Use the hanging bridge and a moved block to descend safely. Share the yellow lift twice, open the right-hand gate and return up the outer stairs before finishing with all fourteen diamonds.
Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 20 of 39 |
|---|---|
| Collectibles | 7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional. |
| Hazards | 7 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 3 levers, 2 plates, 5 moving platforms, 1 hanging plank, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower right. Watergirl: lower center. |
Fireboy jumps across the two upper blue pools, taking the red diamond over the first crossing. Watergirl follows through her pools, jumping over their banks, and takes the far-right blue diamond. Both descend onto the sloping shelf below.
Watergirl walks left through the long blue basin, takes its diamond, jumps over the left bank and drops to the green handle. Fireboy approaches the bridge from the right slope and jumps left onto the hanging plank. Jump left again through the opened passage to collect the red diamond and land beside Watergirl.
Fireboy jumps across the next blue basin for the red diamond hanging above it. Watergirl crosses that basin, climbs the right slope and jumps off its right ledge for the next blue diamond. She lands in the lower blue pool beside the block.
Watergirl jumps left over the block, then pushes it right until it sits beneath the right end of the ledge above. She jumps back to the dry left bank. Fireboy steps off that upper ledge, drops onto the moved block and jumps left onto the dry shelf for the next red diamond.
Watergirl follows the left end of this shelf down to the outer blue diamond and the blue sliding platform. Fireboy also drops left, crosses the middle shelf, jumps the gap to the right and collects the red diamond above the right-hand ledge. He returns across the gap, drops through its inner opening and lands on the lower sloping floor.
Watergirl crosses the middle shelf for its blue diamond, jumps to the right ledge and holds the yellow plate. Wait for the inner yellow lift to reach its lowest position. Fireboy jumps left onto it, taking the red diamond. Watergirl steps away from yellow so the lift rises, then Fireboy jumps right onto the cyan plate.
Keep Fireboy on cyan. Watergirl drops through the middle opening and walks right through the raised cyan barrier. Jump for the right-hand blue diamond, then touch the purple handle. Return left through cyan and take the blue diamond above the lower sloping floor. Fireboy steps left onto the inner yellow lift and waits there.
Watergirl descends to the bottom, touches the blue handle and crosses the blue pool at the far left. Climb the alternating outer ledges. At each ledge, stand clear of the one above, jump upward first and then steer across. Use the shifted blue platform to regain the upper shelf, cross the middle gap and hold yellow again.
Wait for Fireboy’s lift to lower. He can now step right beneath the cyan-plate shelf, drop to the bottom and collect the last red diamond. Watergirl leaves yellow, returns through the middle opening and follows the lower floor to the opened purple passage.
Fireboy’s door is on the bottom-right floor. Watergirl stands to the right of her raised exit shelf, jumps straight upward before steering left, and lands at the blue door. Either hero may enter first; all fourteen diamonds are collected before the 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.
middle 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 1.
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.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 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 5.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves left; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 5.
When powered, it moves up; when power is released, it returns.
upper center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
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.
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.
Use the hanging bridge and a moved block to descend safely. Share the yellow lift twice, open the right-hand gate and return up the outer stairs before finishing with all fourteen diamonds. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.
7 blue water pools (upper center, middle center, and lower center). Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle center): Controls Moving platform 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 2 (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. Switch 3 (middle right): Controls Moving platform 4. 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 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower center): Controls Moving platform 5. 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.