Elements · LEVEL 26 · Verified walkthrough
Move the lower block onto a yellow fan plate, then relay the upper block onto green. Use the lowered middle platform to reach both sets of upper stairs and collect all fourteen diamonds.
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.

| Campaign | Elements · 26 of 39 |
|---|---|
| Collectibles | 7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional. |
| Hazards | 3 lava pools, 3 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 3 plates, 1 moving platform, 4 fans, 2 stone boxes |
| 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 14 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper center. Watergirl: upper center. |
Watergirl crosses the bottom-right blue basin for its diamond and waits on the right yellow plate. Fireboy crosses the bottom-left lava for his diamond, then leaves the left yellow plate and jumps into the left central fan.
As Fireboy rises toward the central block, Watergirl steps left off yellow. With the fans off, Fireboy continues right, takes the central red diamond and pushes the block off its narrow pillar. Stop in the central gap and let the block fall onto the right-hand bottom floor.
Watergirl jumps left into the central bottom gap, stands to the left of the fallen block and pushes it right through her blue basin onto the yellow plate. Leave it there. Fireboy rides the right central fan, lands beyond the lava and uses the outer-right fan for his next red diamond. Move left onto the middle floor and take the red diamond there.
Watergirl enters the right central fan close to its inner edge. Take the blue diamond, then steer left across the gap before the higher central wall blocks the crossing. Land in the left blue basin, ride the outer-left fan for its diamond, and move right onto the middle floor for the next blue diamond.
Fireboy holds the green plate. Watergirl jumps onto the lowered platform, then jumps right into the upper blue basin for its diamond. From the basin’s inner side, jump upward before steering left onto the block’s pedestal.
Watergirl moves and jumps left against the upper block until it falls from the pedestal into the upper lava basin. Return via the central platform to the middle floor and take over the green plate. Fireboy boards the lowered platform and jumps onto the upper lava bank. Jump over the block to reach its left side and collect the red diamond.
Fireboy pushes the block right out of the lava basin, across the lowered central platform and off its right edge onto the middle floor. Watergirl approaches from below, jumps over it from clear ground and gets fully onto its right side. Push it left onto green, leaving both blocks on their plates.
Fireboy centres himself on the lowered platform, jumps to the dry left bank and walks slightly left for headroom. Jump upward before steering right onto the central pedestal. From its right edge jump onto the small right ledge, then the outer-right step and the top-right shelf, collecting both upper red diamonds.
Watergirl boards the platform, crosses the upper blue basin and returns to the central pedestal. From its left edge jump to the small left ledge, the outer-left step and the top-left shelf. Collect both upper blue diamonds.
Both crates remain on their plates. Fireboy finishes at the upper-right door and Watergirl at the upper-left door. Either may enter first, with all fourteen diamonds 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.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1, Fan 2, Fan 3, and Fan 4.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1, Fan 2, Fan 3, and Fan 4.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
middle 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 1 and Switch 2.
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 and Switch 2.
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 and Switch 2.
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 and Switch 2.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
lower 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.
upper 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.
Move the lower block onto a yellow fan plate, then relay the upper block onto green. Use the lowered middle platform to reach both sets of upper stairs and collect all fourteen diamonds. 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.
14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.
3 orange lava pools (middle center and lower center) and 3 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.
Switch 1 (lower center): Controls Fan 1, Fan 2, Fan 3, and Fan 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower center): Controls Fan 1, Fan 2, Fan 3, and Fan 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.