Elements · LEVEL 24 · Verified walkthrough
Take turns at the white gate plate and the two fan plates. Collect all twelve diamonds, turn on both right-hand levers, and return along the upper corridor to the 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 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 24 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 3 plates, 2 levers, 5 moving platforms, 4 fans |
| Win condition | 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 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper center. Watergirl: upper center. |
Watergirl drops from the right end of the starting ledge and returns left onto the white plate shelf, collecting its blue diamond. Fireboy follows the left passages for the red diamond above the small outer ledge. Use the lower sloping ledge and the outer ledge to jump back onto the white shelf. Fireboy takes over the plate.
Watergirl leaves the white shelf to the left and drops onto the small outer ledge. Walk right onto the lower sloping ledge, cross the lowered white gate, and step off its right end to the central floor. Fireboy keeps white pressed until she is through, then descends to the two fan plates at the bottom left.
The purple plate powers the first and third columns; the blue plate powers the second and fourth. Fireboy selects the needed pair while Watergirl stands beneath each matching diamond. Let her rise through it, then step clear of the fan plates so she settles before moving to the next column. Visit both purple-powered columns, then both blue-powered columns.
Fireboy climbs back to the white plate. Watergirl walks through the opened lower-right gate for the blue diamond. Continue right into the blue pool, jump left onto the sloping ledge above it, and walk left through the green handle. This opens the first gate in the upper corridor. Return right, drop into the blue pool, jump over its left lip, and walk back through the lower gate while Fireboy holds white.
Fireboy returns to the purple fan plate. Watergirl rides the first column, then Fireboy steps clear so she can steer left beneath the sloping ceiling and land on the flat inner ledge beside the white gate. Fireboy climbs back to white. Once that gate has lowered, Watergirl crosses left, jumps onto the outer ledge, then jumps upward before steering right onto the white shelf. She takes over the plate.
Fireboy follows the same lower route through the white gate into the fan chamber. Watergirl descends to the fan controls. Use purple for the first and third red diamonds, then blue for the second and fourth. Switch the fans off between columns so he can return to the floor and line up the next ascent.
Keep the blue fan plate pressed after Fireboy collects the fourth-column diamond. Let him rise high enough to steer right onto the top of the narrow stone wall. Watergirl climbs back to white, lowering the upper-right gate. Fireboy crosses into his safe red pool, collects its diamond, jumps over the far lip and touches the purple handle. Both upper corridor gates are now open.
Fireboy returns across the red pool, jumps over its left lip, and drops off the wall into the fan chamber. Watergirl powers the first column with purple. Once Fireboy has risen, she steps clear so he can steer onto the flat inner return ledge. Watergirl climbs back to white; Fireboy crosses the lowered gate and uses the outer ledge to jump up beside her.
Each hero walks up the long left slope, jumps upward before steering onto its steep upper section, and climbs onto the top corridor. Walk right across both lowered gates and off the far end of the roof onto the shelf below. Return left beneath that roof to the two doors. Either hero can enter first; finish with all twelve diamonds.
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.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 2 and Fan 4.
middle 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.
Controls Moving platform 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.
Controls Moving platform 3.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1, Moving platform 2, and Moving platform 5.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1 and Fan 3.
middle left
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 5.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
lower center
At least one of these inputs must be active: Switch 1.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
lower center
At least one of these inputs must be active: Switch 5.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
middle center
At least one of these inputs must be active: Switch 1.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
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.
Take turns at the white gate plate and the two fan plates. Collect all twelve diamonds, turn on both right-hand levers, and return along the upper corridor to the 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 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.
1 orange lava pool (middle right) and 1 blue water pool (lower right). 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.
Switch 1 (lower left): Controls Fan 2 and Fan 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): 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 3 (lower right): 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 4 (middle left): Controls Moving platform 1, Moving platform 2, and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower left): Controls Fan 1 and Fan 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.