Elements · LEVEL 23 · Verified walkthrough

The First Updraft

Ride the starting fan to the matching pools, let Watergirl switch off the middle headwind, then trade the two purple plates to carry both heroes to the top exits.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

The First Updraft, elements level 23: 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 · 23 of 39
Collectibles7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional.
Hazards1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 2 plates, 5 fans
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Ride the central fan

    Move both heroes into the narrow updraft above the starting fan. Stay in the column long enough to collect the red and blue diamonds. Steer Fireboy RIGHT into the lava basin and Watergirl LEFT into the water basin. Jump over the small outer pool rims to collect the side diamonds.

  2. Climb onto the broad middle shelf

    Walk each hero up their outer sloping bank. Fireboy jumps LEFT onto the broad shelf above; Watergirl jumps RIGHT from the flat corner beside the left wall. Rise before steering past the shelf edge. Collect the red diamond on the left and the blue diamond on the right.

  3. Reach the headwind floor

    Bring each hero to the central opening just left of the short sloped lip above. Jump UP first, then steer RIGHT onto that lip and climb to the right-hand floor. Watergirl collects the blue diamond in front of the lower sideways fan. Keep Fireboy near the central gap while she opens the next route.

  4. Use Watergirl to switch off the headwind

    Move Watergirl to the left sloped end of this floor and jump LEFT across the gap. Continue into the small water pool beside the left wall. Jump UP from the pool, then RIGHT onto the shelf with the green lever. Walk past the lever once to switch off the two sideways fans. Fireboy can now walk to the far-right end below that shelf, jump UP, then LEFT onto it.

  5. Open the upper fan route

    Fireboy crosses the lever shelf LEFT and collects its red diamond. From the central opening, jump LEFT onto the small shelf with the lower purple plate. Bring Watergirl to the same shelf to collect its blue diamond. Leave Watergirl standing on the purple plate; it powers the upper vertical fan and the sideways fan near the exits.

  6. Transfer the fan control to Fireboy

    Fireboy jumps RIGHT across the gap to the long upper-right floor, then walks into the vertical fan at its far end. Ride it high enough to collect the red diamond in the shaft. Steer LEFT through the upper opening, collecting the red diamond beside the exit floor, then walk to the red diamond and purple plate at the far-left end. Keep Fireboy on that top plate.

  7. Bring Watergirl up and enter both exits

    Watergirl can leave the lower plate now. Jump RIGHT to the upper-right floor and ride its fan, collecting the blue diamond in the shaft. Steer LEFT while still rising toward the upper blue diamond; waiting against the ceiling takes her above it. Land on the exit floor. Fireboy may leave the top plate once she is safely across, and each hero walks into the matching 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.

How this room’s mechanisms work

  • Switch 1

    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 Fan 2 and Fan 3.

  • Switch 2

    middle center

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

    Controls Fan 4 and Fan 5.

  • Switch 3

    upper center

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

    Controls Fan 4 and Fan 5.

  • Fan 1

    lower center

    This fan runs without a switch.

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

  • Fan 2

    middle center

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

    The air current pushes left. Stay in the stream until you can move onto a dry landing.

  • Fan 3

    middle center

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

    The air current pushes left. Stay in the stream until you can move onto a dry landing.

  • Fan 4

    upper center

    At least one of these inputs must be active: Switch 2 and Switch 3.

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

  • Fan 5

    upper center

    At least one of these inputs must be active: Switch 2 and Switch 3.

    The air current pushes left. Stay in the stream until you can move onto a dry landing.

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 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 First Updraft?

Ride the starting fan to the matching pools, let Watergirl switch off the middle headwind, then trade the two purple plates to carry both heroes to the top exits. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. 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 First Updraft?

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 First Updraft?

1 orange lava pool (lower center) and 2 blue water pools (middle center and lower center). Fireboy can enter orange lava; Watergirl must avoid it. 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 First Updraft?

Switch 1 (middle center): Controls Fan 2 and Fan 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 2 (middle center): Controls Fan 4 and Fan 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper center): Controls Fan 4 and Fan 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.