Elements · LEVEL 29 · Verified walkthrough
Use the block as Watergirl’s moving bridge over the two lava pools. Share the red lift and timed blue lift, then use the icy roof to open yellow and finish with all sixteen diamonds.
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 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 29 of 39 |
|---|---|
| Collectibles | 8 fire diamonds, 8 water diamonds. 0 marked diamonds required; 16 optional. |
| Hazards | 2 lava pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 3 plates, 3 moving platforms, 1 stone box, 35 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 16 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Fireboy pushes the block right off his starting shelf, descends beside it and takes the bottom-right red diamond. Get to its right and push it left through the second lava pool, taking the middle red diamond, then push it into the first lava pool.
Watergirl jumps from the left bank onto the block for the first blue diamond, then jumps onto the middle dry bank. Fireboy jumps back over the block, gets onto its left side and pushes it right to the middle bank.
Watergirl jumps onto the block again. Fireboy pushes it right through the second lava pool while Watergirl stays over its centre, collecting the next blue diamond. Near the right end, she jumps onto the dry bank. Fireboy pushes the block onto that bank.
Both heroes use the block as a step. Jump onto it, then jump upward before steering left onto the long shelf above. Watergirl jumps beneath the next ledge for the blue diamond, moves to the right of its icy slope and jumps left onto the slope. Walk up it and hold the red plate.
Fireboy walks left and jumps onto the lowered red lift. Watergirl leaves red so it rises, then Fireboy steps onto the next shelf and collects its red diamond. Both move to the dry top just before the icy right slope and jump right onto the shelf containing the timed blue plate. Watergirl collects its blue diamond.
Fireboy stands on the timed plate and jumps straight up without steering for the high red diamond, then holds the plate. Watergirl jumps upward from the right side of the middle icy shelf before steering left onto it. Walk left across the ice for her blue diamond and wait on the lowered blue lift.
Fireboy leaves the timed plate, climbs the same right-hand slope and moves directly left across the ice, taking his red diamond on the way. Continue to the lift without stopping on the ice. Once both are aboard, let the timer expire and ride it up.
Fireboy walks right for the red diamond and continues to the far-right end of this floor. Watergirl follows for her blue diamond. Leave Fireboy there while Watergirl jumps upward, then steers left onto the next floor. From the clear ground to the right of yellow’s gate, jump upward again and steer left onto the icy roof.
Watergirl walks up the icy roof for its blue diamond, continues left off the roof and lands on the floor below. Walk right onto yellow. Fireboy jumps from the far-right lower floor onto the upper floor, then crosses the lowered yellow gate and walks left for both red diamonds. Stop before the red door.
Watergirl leaves yellow and follows the upper floor left. From clear ground to the right of the final upper-left shelf, jump upward before steering left onto its icy tip. Walk left over the final blue diamond. Fireboy’s door is below Watergirl’s; either hero may enter first after all sixteen 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.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
upper 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
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.
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.
Use the block as Watergirl’s moving bridge over the two lava pools. Share the red lift and timed blue lift, then use the icy roof to open yellow and finish with all sixteen diamonds. 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 16 unmarked diamonds are optional; collect every diamond for a perfect clear.
16 diamonds: 8 for Fireboy and 8 for Watergirl. None are required to finish. 16 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (lower center). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (lower left): Controls Moving platform 1. 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 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper center): 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 35 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.