Elements · LEVEL 33 · Verified walkthrough
Pass the crate down through the yellow panel and red lift, then park it on the timed plate. Fireboy holds the right purple plate while Watergirl opens the white passage. Collect the remaining diamonds and use the left blue lift to reach both exits.
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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.

| Campaign | Elements · 33 of 39 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds, 1 neutral diamonds. 0 marked diamonds required; 9 optional. |
| Hazards | 3 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 3 plates, 3 levers, 10 moving platforms, 1 stone box, 25 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 9 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Fireboy collects the red diamond in the central lava. Return to the dry right bank, jump up before steering onto the lower right slope and turn on the yellow lever. Return left across the lava, jump onto the small left ledge, then onto the middle shelf. Jump from the dry middle shelf onto the upper slope and turn on the red lever.
Fireboy returns along the upper slope to the middle shelf. Jump up beside the yellow panel, then jump left onto the crate’s shelf. Step down on the crate’s left side and wait.
Watergirl climbs from the starting bank to the yellow lever and turns it off. Fireboy pushes the crate right across the descending panel onto the middle shelf. Keep moving off the panel as it descends. Jump over the crate and stand on its right.
Watergirl leaves the yellow shelf and returns to turn Yellow on again. Then descend through the open red lift and walk under the central arch to its right side. The lower blue plate keeps its lifts lowered for three seconds after release; the crate will hold it continuously.
Fireboy pushes the crate left off the middle shelf, moves to its left on the small ledge and pushes it right down into the lava. Step off its left side onto the lava floor, then push it right across the lava and dry bank. Stop before the red shaft and let the crate fall onto the lowered red lift.
Watergirl hops left onto the small step beneath the arch and pushes the crate left through the red shaft into the bottom passage. Stop when the crate covers the blue timed plate, then step away to its right. Leave the crate there for the rest of the room.
Fireboy descends through the red lift, passes under the arch and crosses the bottom right lava. Jump onto the far right lowered blue lift for the red diamond. Jump up before steering left onto the dry bank above. At that bank’s right tip, jump slightly right around the overhang, then steer left onto the middle ledge. Walk left for its red diamond.
Fireboy jumps from the middle ledge onto the right upper slope, then jumps again to the top right platform. Leave him standing on the purple plate.
Watergirl uses the lowered blue lift beneath the white lever. Jump towards the water bank to collect the nearby blue diamond, cross the water and climb around the far right overhang as Fireboy did. Walk left along the middle ledge, through the held purple passage, and turn on the white lever.
Watergirl returns right along the middle ledge. Stand just beyond the pointed right tip of the upper left slope, jump up first, then steer left onto it. Walk up the ice to the lowered white panel. Jump and move left through the upper chamber for the neutral diamond, then cross to the central slope and descend left for the blue diamond.
Jump from the dry middle shelf onto the upper central slope and return to the red lever, leaving it on. Cross the upper white passage again, descend through the right chamber and return across its water bank. Drop onto the blue lift at the bank’s left end, hop left beneath the arch and return along the bottom passage. Jump over the crate so it keeps pressing the timed plate.
Fireboy leaves the purple plate, descends past the right middle ledge and drops onto the far right blue lift. Return across the bottom lava and beneath the arch. Jump over the crate and continue to the left lowered blue lift for the remaining low red diamond.
Watergirl uses that same lowered lift to jump onto the left water bank. Cross the water and jump towards the far left blue lift for the low blue diamond. Jump back onto the dry bank, then jump up before steering left onto the small ledge above it. Jump right onto the middle platform and onto the upper icy slope. Walk up the ice and collect the last blue diamond at the blue plate.
Fireboy crosses the bottom left lava and uses the far left lift, dry bank and small ledge to reach the middle platform. Watergirl steps left off the blue plate so the upper blue lift lowers. Fireboy walks past the flat ice onto the dry pointed step and jumps onto the lift. Watergirl returns to the plate, lifting him up. Fireboy jumps left onto her upper shelf.
From the flat upper shelf, jump left to the exit ledge. Both heroes should launch from clear flat stone, a little farther right than the icy slope’s top. Keep the whole foot off the ice before jumping. Guide Fireboy into the red door and Watergirl into the blue door. Either hero may enter first.
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 center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1, Moving platform 2, Moving platform 4, and Moving platform 7.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 8.
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 Moving platform 6.
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 Moving platform 10.
middle 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 Moving platform 5 and Moving platform 9.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
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 up; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 6.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 6.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 5.
When powered, it moves up; when power is released, it returns.
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.
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.
Pass the crate down through the yellow panel and red lift, then park it on the timed plate. Fireboy holds the right purple plate while Watergirl opens the white passage. Collect the remaining diamonds and use the left blue lift to reach both 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.
9 diamonds: 4 for Fireboy, 4 for Watergirl, and 1 for either hero. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.
3 orange lava pools (middle center, lower left, and lower right) and 2 blue water pools (middle left and middle right). 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 (lower center): Controls Moving platform 1, Moving platform 2, Moving platform 4, and Moving platform 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (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 3 (upper right): Controls Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (upper center): Controls Moving platform 6. 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 (middle center): Controls Moving platform 10. 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 6 (middle right): Controls Moving platform 5 and Moving platform 9. 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.
This level has 25 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.