Elements · LEVEL 28 · Verified walkthrough
Watergirl freezes the lower crossing for Fireboy, who melts the upper pool for her. Trade places on the upper-right timed plate, collect all seven diamonds, then reach the two exits at the upper left.
Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 7 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 28 of 39 |
|---|---|
| Collectibles | 4 fire diamonds, 3 water diamonds. 0 marked diamonds required; 7 optional. |
| Hazards | 2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 3 plates, 3 moving platforms, 26 ice strips |
| Win condition | Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 7 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Walk right along the bottom floor. Jump across the lava near the right end, jump right onto the wall step, then jump left onto the broad lower arch. Collect the blue diamond near its left side. Before jumping left across to the long pool shelf, stand fully on the flat dry stone just right of the icy slope. Watergirl cannot make this jump from the ice.
Watergirl crosses the long lower blue pool and holds the blue pressure plate on its left bank. Its shutter moves aside, allowing the pale beam to freeze the pool. Fireboy follows the bottom route across the lava and up the right-hand steps to the same lower arch. Walk left down the icy slope to collect its red diamond, return up the slope to the dry flat top, and jump left onto the pool shelf. Cross the frozen pool and collect the red diamond near its left bank.
Move Fireboy onto the dry lower shelf close to the left wall. Jump upward first, then steer right onto the small diagonal step. From there, jump upward and wait briefly before steering right onto the shelf beside the upper frozen pool. These jumps need room above the hero before moving under the overhang. Bring Watergirl up the same two steps after Fireboy is safely across the lower pool.
From the upper pool’s dry left bank, Watergirl jumps left toward the icy wall slope for the blue diamond above it. Move farther left, let her slide down, and return right to the dry bank. Fireboy can wait beside the upper frozen pool.
Fireboy walks right across the frozen upper pool and the lava beyond it. Stand on the red pressure plate on the dry right bank and wait for its shutter to uncover the orange melt beam. The upper blue pool becomes liquid. Fireboy briefly visits the icy slope farther right for its red diamond, then returns to the red plate.
Watergirl walks into the melted upper pool. From its right half, jump right onto the long middle ledge overhead, walk to that ledge’s right end, and jump right onto the timed pressure plate near the wall. Fireboy leaves the red plate, moves toward the right icy slope while staying on dry stone, and jumps left onto the long middle ledge. Walk right and jump to join Watergirl on the timed plate.
Leave Fireboy on the timed plate to keep the exit gate lowered. Watergirl moves to the plate ledge’s left edge and jumps left onto the top route, collecting the blue diamond at the landing. Continue left across the raised icy ridge, the central icy stretch and the rising stone path. Walk over the lowered gate and stop at the blue exit at the upper left.
Fireboy moves to the left edge of the timed plate ledge, jumps left onto the top route, then continues left without stopping. The route crosses the upper icy ridge, collects the last red diamond and leads over the lowered gate before the plate’s short timer ends. Keep moving left past Watergirl into the red exit. Both heroes finish with all seven 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.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
middle center
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
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.
Move completely onto a dry stone edge, let the hero settle, release Jump, and press it again. Fireboy keeps sliding, so start braking before the edge.
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.
Watergirl freezes the lower crossing for Fireboy, who melts the upper pool for her. Trade places on the upper-right timed plate, collect all seven diamonds, then reach the two exits at the upper left. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 7 unmarked diamonds are optional; collect every diamond for a perfect clear.
7 diamonds: 4 for Fireboy and 3 for Watergirl. None are required to finish. 7 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (middle center and lower right) and 2 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 (middle right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This level has 26 ice strips. Neither hero can jump while standing on ice. Move onto the dry stone edge first; Fireboy slides farther, while Watergirl moves more slowly on ice.