Elements · LEVEL 31 · Verified walkthrough

The Slippery Gate Relay

Keep the lower crate on Yellow, then use the White panel to lift the upper crate over its stone lip. Pass that crate down the right stairs onto Blue, collect all nine diamonds and reach the two left exits.

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Level objective

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 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Slippery Gate Relay, elements level 31: 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 · 31 of 39
Collectibles5 fire diamonds, 4 water diamonds. 0 marked diamonds required; 9 optional.
HazardsNo elemental pools in this room.
Mechanisms5 plates, 5 moving platforms, 2 stone boxes, 14 ice strips
Win conditionBring 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 9 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Hold Green above the start

    Fireboy jumps onto the small step immediately right of the starting pair, jumps right to the sloping shelf beside Yellow and walks to its flat top. Jump left onto the higher sloping shelf and follow it left to the green plate. Keep holding Green.

  2. Bring Watergirl to Purple

    Watergirl jumps onto the same small starting step, then jumps left onto the middle ramp. Follow the ramp left through the open green gate and stand on the purple plate.

  3. Raise Fireboy on the left lift

    Watergirl steps left off Purple so the lift returns to the bottom. Fireboy leaves Green to the right, walks off the middle ledges and follows the bottom passage left onto the purple lift. Watergirl returns to Purple and holds it until Fireboy reaches the upper stop. Fireboy moves to the lift’s left edge for the low red diamond.

  4. Leave the lower crate on Yellow

    Fireboy walks right from the raised lift and pushes the lower crate onto the yellow plate. Stop before pushing it past the plate. The crate keeps the right-hand yellow gate open.

  5. Release Watergirl with Green

    Fireboy returns left to the raised lift and drops off its left side. Jump right into the bottom passage, return to the starting step and climb the same right shelves back to Green. Watergirl leaves Purple and walks right through the open green gate, down the ramp and onto the starting step.

  6. Collect Watergirl’s middle and right diamonds

    Watergirl climbs the shelf beside Yellow and jumps left onto the middle slope for its blue diamond. Walk off the right side to the lower passage and jump right through Yellow. Climb the right stairs by jumping straight up before steering to each higher ledge: lower right, back left, right again, then back left. Collect the lower-right blue diamond and finish on the high shelf with the upper-right blue diamond.

  7. Put Watergirl on White

    Watergirl walks off the high shelf to the right and descends the right stairs. Return left along the middle ramp, jump right onto the shelf with the white plate and stand on White. This lowers the white panel beside the upper crate.

  8. Bring Fireboy to the upper crate

    Fireboy leaves Green to the right and drops to the starting step. Jump left onto the middle ramp and return left for the red diamond above its central dip. Go back down the ramp, pass through Yellow and climb the right stairs. Visit the right red diamond during the climb, then reach the high shelf and walk left to the upper crate.

  9. Catch the crate at the white panel

    With Watergirl holding White, Fireboy pushes the upper crate left until it catches against the short stone lip beside the lowered white panel. Keep Fireboy on the crate’s right side.

  10. Lift the crate over the lip

    Watergirl steps left off White. Fireboy keeps pushing left while the white panel rises under the crate. After about one second, Watergirl starts moving right back onto White. The lifted crate clears the lip; keep pressing left until it falls down to the long shelf below. Hold White again while Fireboy jumps left across the opening.

  11. Prepare the right-hand handoff

    Fireboy moves left and jumps over the crate to land on its left side. Watergirl leaves White to the left, drops onto the long shelf and follows it right down the ramp. Continue to the far-right stair and stand at its right edge, ready to stop the crate.

  12. Pass the crate down to the bottom

    Fireboy pushes the crate right along the long shelf and down the ramp, collecting the red diamond on the way. Stop on the right ledge while Watergirl catches the crate on the stair below. Watergirl walks left, pushing the crate off that stair so both descend to the bottom passage.

  13. Leave the upper crate on Blue

    Watergirl jumps back onto the right stair and stays clear. Fireboy walks right off his ledge, drops to the bottom and jumps left over the crate. Push it right onto Blue and stop while its weight holds the plate. Wait for the blue gate above the exits to open fully.

  14. Collect the last two diamonds

    Watergirl climbs from the right stair to the long shelf and follows it left. Jump left onto the raised block above the doors, collecting the high-left blue diamond. Fireboy climbs the same stairs, follows the long shelf left and jumps onto that block. Jump left again through the open blue gate for the last red diamond.

  15. Enter the matching left exits

    Watergirl walks left and drops into her lower blue door. Fireboy walks left to the small rise and jumps left onto the higher red-door platform. Enter the matching doors in either order.

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

    middle left

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

    Controls Moving platform 3.

  • Switch 2

    lower right

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

    Controls Moving platform 2.

  • Switch 3

    middle left

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

    Controls Moving platform 1.

  • Switch 4

    lower center

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

    Controls Moving platform 4.

  • Switch 5

    upper right

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

    Controls Moving platform 5.

  • Moving platform 1

    lower left

    At least one of these inputs must be active: Switch 3.

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

  • Moving platform 2

    upper left

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

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

  • Moving platform 3

    middle left

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

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

  • Moving platform 4

    lower right

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

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

  • Moving platform 5

    upper center

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

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

  • Stone box 1

    lower left

    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.

  • Stone box 2

    upper right

    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.

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.

A jump does not start on ice

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.

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 Slippery Gate Relay?

Keep the lower crate on Yellow, then use the White panel to lift the upper crate over its stone lip. Pass that crate down the right stairs onto Blue, collect all nine diamonds and reach the two left exits. 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 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Slippery Gate Relay?

9 diamonds: 5 for Fireboy and 4 for Watergirl. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Slippery Gate Relay?

This room has no elemental pools.

What do the switches do in The Slippery Gate Relay?

Switch 1 (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 2 (lower 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 (middle left): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (upper right): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

Why can’t I jump from the ice in The Slippery Gate Relay?

This level has 14 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.