Elements · LEVEL 34 · Verified walkthrough
Use all four portal pairs, send the box through the white portals to hold the yellow plate, and circle back through the red pair to finish with all twelve diamonds.
Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 34 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 1 lever, 1 plate, 1 moving platform, 8 portals, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper center. Watergirl: upper left. |
Send each hero left along the bottom corridor and into the purple portal in the left wall. Watergirl collects the blue diamond on the way. Each hero emerges at the bottom right and moves left to the red diamond there, which Fireboy collects.
From the bottom-right floor, jump left onto the sloping stone path and walk up it to the green lever on the long shelf. Watergirl collects the blue diamond beside the slope. Gather both heroes at the lever, then interact with it so the green portals glow. Each hero touching the handle can toggle it, so check that the pair stays lit before leaving.
Move Fireboy left along the shelf and jump straight up for the red diamond near the left end. From there, jump left into the green wall portal. It sends him to the upper-right gallery. Walk left up the slope to collect the red diamond near that gallery’s left end. Watergirl follows through the green portal and collects the blue diamond on the upper-right gallery.
Fireboy walks off the upper gallery’s left edge and lands on the stone beneath it. Move right down the stone contour to its small flat ledge below and left of the box. Jump straight up first, wait briefly, then steer right onto the narrow step beside the box shelf. Moving right too early bumps the underside of that step.
Walk right to push the box along its shelf, collecting the red diamond near the right side. Push until the box bridges the narrow split in the shelf. Jump right across that split while continuing to move toward the white portal: the box enters first and appears in the lower-right gallery. Enter the white portal after it. From the box’s right side, push it left onto the yellow pressure plate and wait for the yellow gate to rise fully.
Watergirl follows the route off the top gallery’s left edge, down to the small flat ledge and up the narrow step. Cross the box’s former shelf, jump over its narrow split and enter the white portal on the right. Jump left over the box and collect the blue diamond on the lower gallery. Fireboy jumps straight up before steering left over the box, leaving it on the plate. Both heroes walk left through the open yellow gate to the central stone shelf.
Fireboy jumps left from the central shelf onto the right side of the small ledge beneath the red portal, collecting its red diamond. Walk left through that portal and continue left after appearing above, collecting the upper-left red diamond. Watergirl walks left underneath the small portal ledge to its far-left side. Jump straight up, then steer right onto its left edge for the blue diamond. Walk right through the red portal and continue right after appearing above to collect the upper-right blue diamond. All twelve diamonds are now collected.
Fireboy is on the upper-left side, across from his red door. Walk right through the upper red portal to return to the lower ledge. Continue right off that ledge and let him fall to the floor beneath it. Walk left underneath the portal, jump up onto the ledge’s left edge as Watergirl did, then enter the lower red portal moving right. He emerges on the upper-right side and can walk right into the red door.
Watergirl walks left through the upper red portal to return to the lower ledge. Continue left off its edge and let her land below. Walk right underneath it to the central shelf, jump left onto the ledge’s right side and enter the lower red portal moving left. Continue left after appearing above to reach the blue door. The box keeps the earlier yellow gate open throughout this final exchange.
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
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 Portal 3 and Portal 4.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
middle center
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
lower left
This portal needs no switch power.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
lower right
This portal needs no switch power.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
upper right
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
lower left
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
middle right
This portal needs no switch power.
Step inside to travel to Portal 6. Step out of the destination before trying to return.
upper right
This portal needs no switch power.
Step inside to travel to Portal 5. Step out of the destination before trying to return.
middle left
This portal needs no switch power.
Step inside to travel to Portal 8. Step out of the destination before trying to return.
upper left
This portal needs no switch power.
Step inside to travel to Portal 7. Step out of the destination before trying to return.
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.
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 all four portal pairs, send the box through the white portals to hold the yellow plate, and circle back through the red pair to finish with all twelve diamonds. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (lower center): Controls Portal 3 and Portal 4. 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 2 (middle right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.