Elements · LEVEL 36 · Verified walkthrough
Release the crate with the yellow pusher, use it to climb to the high red diamond, then send it through the timed red portal to hold the white plate. Collect all eight diamonds before entering both doors.
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 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 36 of 39 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 3 plates, 1 moving platform, 4 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 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper center. Watergirl: upper left. |
Fireboy moves left of the red-button shelf, jumps upward first and then steers right onto it. Collect the red diamond and hold its red plate. Watergirl walks right through the wall portal and appears at the lower left. Walk across the lower corridor for the blue diamond, then stand on the white plate near its right end.
Fireboy steps left off the red-button shelf and moves right below it, entering the right wall portal before its short red timer runs out. In the lower corridor, collect the red diamond, then continue right through the white portal. It brings him to the middle-left floor.
From the right of the first left-hand shelf, jump upward before steering left onto it for the red diamond. Jump right to the red-door shelf, left to the blue-door shelf, then upward and right to the top shelf. Walk onto its yellow plate and wait. The horizontal pusher drives the crate out of its pocket; it tips off the sloping corner and falls onto the lower shelf to the right.
Fireboy walks left off the top shelf onto the blue-door shelf, then jumps right to the red-door shelf. Move to its right end and jump right over the top of the central partition. Land in the starting half of the room. Climb via the red-button shelf and the stone above it, then jump upward before steering left onto the high shelf beside the crate’s former pocket.
Walk right off the high shelf onto the crate below. From the crate’s right side, jump right onto the sloping edge of the upper-right shelf and walk to the red diamond. Return left off that shelf to the stone below, jump onto the crate, and walk off its left edge. Pause as Fireboy drops into the narrow gap beside it.
Push the crate right off its shelf so it falls onto the red-button shelf. Fireboy lands on the floor below. From just left of that shelf, jump upward and then right onto its left edge. Jump over the crate to its right, then push it left off the shelf and let it fall to the starting floor.
Fireboy jumps left over the crate, then pushes it right beneath the red-button shelf. Leave it there, move just left of the shelf and climb up onto the red plate. Step left off the shelf again and immediately return right underneath it, pushing the crate into the right wall portal while the red timer is still running. Enter just after it. Both appear in the lower corridor.
Push the crate right along the lower corridor until it rests on the white plate beside Watergirl. Wait for it to settle, then move Watergirl to its right and through the white wall portal. Fireboy jumps straight up before steering onto the crate, walks off its right side and follows through that portal. The crate must remain on the plate.
Watergirl walks right along the middle-left floor for its blue diamond, then returns beneath the left-hand staircase. Climb the same alternating shelves to the top and walk to the high blue diamond. Step left down to the blue-door shelf, jump right to the red-door shelf and move to its right end.
Watergirl jumps right over the central divider and walks down its right side to collect the last blue diamond. Climb onto the red-button shelf, then repeat the timed descent into the right wall portal. In the lower corridor, stop to the left of the crate, jump upward before steering onto it and walk off its right side. Use the white portal to return to the middle-left floor without shifting the crate off its plate.
Both heroes climb the first left shelf and jump right onto the red-door shelf. Fireboy walks right to his door. Watergirl jumps left onto the next shelf and walks left into her blue door. All eight diamonds are collected, and the crate still holds the white circuit.
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 right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 2 and Portal 4.
upper center
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 Portal 1 and Portal 3.
upper center
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 3.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
middle left
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.
middle right
At least one of these inputs must be active: Switch 3.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
lower right
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
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.
Release the crate with the yellow pusher, use it to climb to the high red diamond, then send it through the timed red portal to hold the white plate. Collect all eight diamonds before entering both doors. 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 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (lower right): Controls Portal 2 and Portal 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (upper center): 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 Portal 1 and Portal 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.