Elements · LEVEL 27 · Verified walkthrough

The Crosswind Circuit

Share the purple fan plate, switch off the two horizontal fans, and use the timed white updraft to collect all eleven diamonds before entering the bottom-right doors.

Level objective

Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 11 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Crosswind Circuit, elements level 27: 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 · 27 of 39
Collectibles5 fire diamonds, 5 water diamonds, 1 neutral diamonds. 0 marked diamonds required; 11 optional.
Hazards1 lava pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 levers, 3 plates, 1 moving platform, 5 fans
Win conditionBring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 11 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower right. Watergirl: lower right.

Step-by-step walkthrough

  1. Collect the high blue diamond first

    Move both heroes to the purple plate on the starting floor. Fireboy stays on it while Watergirl enters the right-hand fan shaft and rises to its high blue diamond. Fireboy then steps left off the plate, stopping the fan. Let Watergirl fall safely back down the same shaft and return to the purple plate.

  2. Take Fireboy around the right side

    With Watergirl holding purple, Fireboy rides the right fan and moves right over the high wall for the red diamond. Drop down the outside of the wall for the second red diamond and land in the lava pool, which is safe for him. Jump left out of the pool onto the middle floor. Move left past the red lever and return through it once to leave the central updraft switched on.

  3. Disable the middle horizontal fan

    Fireboy enters the central updraft, then steers left below the upper shelf to land on the left-hand ledge and collect its red diamond. Cross right through the updraft onto the green-lever ledge and turn that lever off.

  4. Return Fireboy to the lower circuit

    Go left to the end of the ledge. Jump upward before steering right onto the top-left shelf, walk to its right end and drop onto the middle shelf. Continue right down to the starting floor. Watergirl still holds purple, so Fireboy can ride the right fan again, descend outside the high wall and jump left out of the lava pool. Walk left to the red lever and turn the central updraft off.

  5. Collect the left and middle blue diamonds

    Watergirl leaves purple and jumps upward before steering left onto the middle shelf. Walk left for its blue diamond, then jump upward before steering left onto the top of the central divider. Walk left along the top shelf for the blue diamond. Drop off its left end onto the ledge, then move right through the stopped central shaft to the middle floor. Walk right for its blue diamond, then return left and drop off the floor to the bottom. Passing the red lever in both directions leaves the central fan off again.

  6. Use the far-left fan for the red diamond

    Watergirl holds the white plate on the bottom floor. Fireboy walks left off the middle floor into the far-left updraft. Once it lifts him to the red diamond, Watergirl leaves the plate. After its short timer expires, Fireboy drops back to the bottom. Jump for the lower red diamond with Fireboy and the lower blue diamond with Watergirl.

  7. Switch off the upper horizontal fan

    Watergirl holds the yellow plate near the bottom-right doors. This lowers the gate into the raised blue-lever room. Fireboy approaches that room from its left, jumps upward before steering onto its floor and walks right through the open gate to turn off the blue lever. Keep Watergirl on yellow until he has returned left out of that room and dropped to the bottom.

  8. Return both heroes to the middle floor

    Fireboy holds the white plate. Watergirl moves left into the far-left fan; once she is above the middle floor, steer right out of the wind and land on that floor. Fireboy now leaves white and quickly follows the same route while its two-second timer keeps the fan running. Walk Fireboy right to the red lever and turn the central updraft on.

  9. Reach the neutral diamond

    Watergirl rides the central fan and steers left onto the ledge. Climb from its far-left end onto the top-left shelf again. Walk right off that shelf onto the middle shelf, then jump upward before steering right onto the upper-right shelf. Its horizontal fan is now off, so walk right to the neutral diamond.

  10. Return to the doors

    Watergirl drops left onto the middle shelf, jumps upward and left onto the top-left shelf, then walks off its left end. Fireboy steps away from the red lever and returns to turn the central updraft off. Watergirl drops through the central shaft onto the middle floor. Both heroes walk off that floor’s left edge, land on the bottom floor and walk right to their matching doors. All eleven diamonds are 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

    upper 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 1.

  • Switch 2

    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.

  • Switch 3

    middle right

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

    Controls Fan 3.

  • Switch 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 Fan 4.

  • Switch 5

    lower right

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

    Controls Moving platform 1.

  • Switch 6

    lower left

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

    Controls Fan 5.

  • Moving platform 1

    lower center

    At least one of these inputs must be active: Switch 5.

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

  • Fan 1

    upper center

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

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

  • Fan 2

    middle left

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

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

  • Fan 3

    upper right

    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 4

    upper center

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

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

  • Fan 5

    lower left

    At least one of these inputs must be active: Switch 6.

    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 Crosswind Circuit?

Share the purple fan plate, switch off the two horizontal fans, and use the timed white updraft to collect all eleven diamonds before entering the bottom-right doors. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 11 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Crosswind Circuit?

11 diamonds: 5 for Fireboy, 5 for Watergirl, and 1 for either hero. None are required to finish. 11 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Crosswind Circuit?

1 orange lava pool (middle right). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Crosswind Circuit?

Switch 1 (upper center): Controls Fan 1. 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 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. Switch 3 (middle right): Controls Fan 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower right): Controls Fan 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 5 (lower right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (lower left): Controls Fan 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.