Elements · LEVEL 24 · Verified walkthrough

The Four Air Columns

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.

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

The Four Air Columns, elements level 24: 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 · 24 of 39
Collectibles6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 2 levers, 5 moving platforms, 4 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 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Gather the left diamonds and share the white plate

    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.

  2. Send Watergirl into the fan chamber

    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.

  3. Collect the four floating blue diamonds

    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.

  4. Visit the lower-right chamber

    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.

  5. Bring Watergirl back to the white plate

    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.

  6. Collect Fireboy’s four floating diamonds

    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.

  7. Open the second upper gate

    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.

  8. Return Fireboy to the left shelves

    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.

  9. Climb to the exit corridor

    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.

How this room’s mechanisms work

  • Switch 1

    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.

  • Switch 2

    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.

  • Switch 3

    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.

  • Switch 4

    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.

  • Switch 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.

  • Moving platform 1

    middle left

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

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

  • Moving platform 2

    lower right

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

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

  • Moving platform 3

    upper center

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

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

  • Moving platform 4

    upper center

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

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

  • Moving platform 5

    middle right

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

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

  • Fan 1

    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.

  • Fan 2

    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.

  • Fan 3

    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.

  • Fan 4

    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.

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 Four Air Columns?

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.

How many diamonds are required in The Four Air Columns?

12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Four Air Columns?

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.

What do the switches do in The Four Air Columns?

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.