Elements · LEVEL 25 · Verified walkthrough

The Timed Wind Relay

Share the blue plate and timed fans, lower the original block through the two blue pools, and use it to hold the white exit plate. Collect all seven diamonds before returning to the doors.

Level objective

Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 7 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Timed Wind Relay, elements level 25: 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 · 25 of 39
Collectibles3 fire diamonds, 3 water diamonds, 1 neutral diamonds. 0 marked diamonds required; 7 optional.
Hazards1 lava pool, 4 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 1 lever, 4 moving platforms, 3 fans, 1 stone box
Win conditionBring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 7 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle center. Watergirl: middle center.

Step-by-step walkthrough

  1. Start the timed fans

    Watergirl descends left for the low blue diamond. Fireboy descends to the timed plate, takes his low red diamond on the return across the fan passage, then holds the timer. Watergirl rides the left and middle fans for her higher blue diamond and lands on the upper blue plate.

  2. Send Fireboy to the upper block

    While Watergirl holds blue, Fireboy uses the timed fans for the top red diamond. Cross the open green passage to the red handle, then touch it again on the return so its upper barrier is lowered. Return to the timer, ride the fans and jump across the top-right red pool. Push the block off the right edge into the blue pool below.

  3. Exchange the blue plate

    Fireboy returns to the blue plate. Watergirl leaves it, climbs left to the red handle and turns it on. Return to the timer, ride the fans again, cross the upper blue pool and reach the block in the far-right blue pool.

  4. Lower the block through the blue pools

    Watergirl jumps to the right of the block, taking the high blue diamond. Push the block left off this pool shelf into the lower blue basin. Jump over it to its left side and push it right off the lower shelf. Stop on the dry bank while it falls onto the bottom floor.

  5. Weight the white plate

    Jump to the right of the fallen block. Fireboy steps off blue so the lower passage clears. Watergirl pushes the block left through that passage onto the white plate, opening the exit barrier.

  6. Reach the neutral diamond

    Fireboy holds blue again. Watergirl jumps onto the block on white, then jumps right from the block into the opened neutral-diamond chamber. Collect the diamond and return left to the bottom floor. Keep the block on white.

  7. Take the last red diamond

    Fireboy leaves blue, returns down the left-hand route and crosses the bottom floor. Jump over the block on white. At the far-right dry floor, jump upward first and steer left onto the lower pool’s dry right bank for the red diamond.

  8. Return to the exit floor

    Fireboy drops right, returns left and jumps over the white-plate block again to hold the timer. Watergirl jumps over that block, rides the left and middle fans and waits on the upper middle stone. Fireboy follows using the timer’s delay. Let the fans stop, then each hero descends left to the dry shelf and walks right onto the exit floor.

  9. Finish together

    The block still holds white, so both doors are accessible. Fireboy walks to the farther red door and Watergirl to the blue door. Either hero may arrive first; all seven diamonds are already collected.

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

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

    Controls Moving platform 3 and Moving platform 4.

  • Switch 2

    lower center

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

    Controls Moving platform 1.

  • Switch 3

    lower left

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

    Controls Fan 1, Fan 2, and Fan 3.

  • Switch 4

    upper 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 2.

  • Moving platform 1

    middle 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 2

    upper center

    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 left

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

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

  • Moving platform 4

    lower center

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

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

  • Fan 1

    middle left

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

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

  • Fan 2

    upper left

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

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

  • Fan 3

    middle left

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

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

  • Stone box 1

    upper right

    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 Timed Wind Relay?

Share the blue plate and timed fans, lower the original block through the two blue pools, and use it to hold the white exit plate. Collect all seven diamonds before returning to the doors. Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 7 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Timed Wind Relay?

7 diamonds: 3 for Fireboy, 3 for Watergirl, and 1 for either hero. None are required to finish. 7 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Timed Wind Relay?

1 orange lava pool (upper right) and 4 blue water pools (upper left, upper center, middle right, and 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 Timed Wind Relay?

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