Elements · LEVEL 3 · Verified walkthrough
Use the lower block to hold an entry plate, trade places across the central lift, then release the upper block onto the middle plate. The final climb goes around the outer sides of the room.
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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 3 of 39 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 7 plates, 7 moving platforms, 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper center. Watergirl: upper center. |
Watergirl walks to the pressure plate at the far right of the bottom floor and stays there. Fireboy walks through the opened left barrier and underneath the central mound to its right side. Jump straight up beside the mound, then steer LEFT near the top of the jump to land on it. Push the square block LEFT, down the mound and through the open barrier, until it rests on the far-left pressure plate. Leave the block there.
Keep Watergirl on her plate while Fireboy walks back through the left barrier. From beside the mound, jump straight UP and steer RIGHT onto it. Jump LEFT to the inward tip of the lower-left ledge and walk left for the orange diamond. Return to the mound and cross to the lower-right ledge. Fireboy continues RIGHT through his orange pool, then jumps up beside the next sloping ledge before steering LEFT onto it. Walk onto the right-hand pressure plate above. Watergirl can now leave the bottom plate: the block holds her entry barrier open. She climbs the mound from its right side, collects the blue diamond on the lower-right ledge, then returns across the mound to the lower-left ledge.
Watergirl walks LEFT through the blue pool. Jump straight UP beside the sloping ledge above, then steer RIGHT onto it and hold its pressure plate. Both heroes should now be on opposite sides of the central purple pool, standing on the pair of plates that lowers the central platform.
Leave Watergirl on the left plate. Fireboy walks down the right-hand slope toward the purple pool, jumps LEFT onto the lowered platform, then LEFT again to the opposite walkway. Collect the orange diamond and stand on the left plate with Watergirl. Fireboy stays there while Watergirl crosses RIGHT using the same platform, collects the blue diamond, and reaches the right plate. Do not drop into the purple pool.
Fireboy goes LEFT to the outside tip of his walkway. Jump UP first and then steer LEFT onto the small ledge against the wall; collect the orange diamond during the climb. Jump RIGHT to the next long floor and walk through its orange pool. Jump out over its raised right rim and reach the central pressure plate. Watergirl mirrors the route on the right: climb the small right-wall ledge, collect the blue diamond, jump LEFT onto the long floor, and return inward through the blue pool. Jump over its left rim to the central dry floor.
Watergirl waits near the central plate while Fireboy moves just to its LEFT. Jump straight UP beside the upper-left ledge, then steer LEFT onto it. Walk off its sloping tip onto the flat landing before waiting. Watergirl steps RIGHT off the central plate so the side barriers return to their starting positions. Fireboy walks farther LEFT along the landing, jumps UP beside the higher shelf, then steers RIGHT onto its pressure plate. Watergirl jumps onto the upper-right landing, walks farther RIGHT, then jumps up and steers LEFT onto the opposite high plate.
Keep both heroes on the high pressure plates. Their two shelves withdraw in opposite directions, letting the upper square block fall down the narrow shaft. Wait until it lands on the central yellow plate below and both side barriers finish sliding inward. The block now holds the outer passages open, so neither hero needs to stay on a high plate.
Fireboy leaves his high plate to the LEFT and continues along the lower landing to the far-left raised end. Jump RIGHT onto the small sloping shelf above, then move right to collect the orange diamond beside the tall wall. Jump straight UP beside that wall before steering RIGHT onto the top exit floor. Collect the remaining orange diamond and enter the orange door. Watergirl takes the mirrored route around the RIGHT edge, collects both remaining blue diamonds, and enters the blue door. Either hero may finish first; both matching exits complete the level.
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 2.
lower right
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 3.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4 and Moving platform 5.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 6.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 7.
lower center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 3 and Switch 4.
When powered, it moves down; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 5.
When powered, it moves right; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 5.
When powered, it moves left; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 6.
When powered, it moves left; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 7.
When powered, it moves right; 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.
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.
Use the lower block to hold an entry plate, trade places across the central lift, then release the upper block onto the middle plate. The final climb goes around the outer sides of the room. 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (lower right and middle center), 2 blue water pools (lower left and middle center), and 1 purple goo pool (lower center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (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 2 (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 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. Switch 4 (middle left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (middle center): Controls Moving platform 4 and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (upper center): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (upper center): Controls Moving platform 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.