Elements · LEVEL 37 · Verified walkthrough
Use the left lift and the right fan to collect all ten diamonds, then coordinate the upper gate and purple portal to reach the two doors.
Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle 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 · 37 of 39 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 3 plates, 3 levers, 3 moving platforms, 8 portals, 1 fan |
| Win condition | Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle 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: middle center. Watergirl: middle center. |
Fireboy drops off the starting ledge to the right, jumps for the lower red diamond, then walks left onto the blue plate. Watergirl stands on the blue lift above him and rides it upward for the blue diamond. Jump into the white ceiling portal, then steer right immediately after appearing in the upper-left room.
Watergirl climbs the stepped left side of the central arch, jumping upward before steering onto its first high step. Walk right along the arch for the blue diamond, then jump onto the upper-right shelf and collect its blue diamond. Step left off that shelf and move right toward the white floor portal, collecting the blue diamond below the shelf before dropping through it.
In the lower-right room, Watergirl drops left from the fan ledge onto the floor and passes the red lever, activating the red wall portals and collecting the remaining blue diamond. Fireboy moves from the blue plate to the yellow plate. Once its right-hand gate has lowered, Watergirl walks right through it to turn on the green lever. Return to just left of the sloping ledge without touching the red lever again. Jump right onto the ledge; the fan carries her through the white ceiling portal. Steer left as she emerges.
Watergirl climbs onto the right end of the central arch, then jumps upward and left onto the high platform and holds its dark-blue plate. Fireboy jumps right into the red wall portal beside him, continues right after emerging, and jumps onto the sloping fan ledge. The fan takes him upward for the red diamond and through the white portal. Steer left out of the portal and climb onto the arch for its red diamond.
Watergirl briefly steps right off the dark-blue plate so the upper gate rises. Fireboy can now walk left beneath it along the arch. Watergirl returns to the plate. Fireboy jumps left onto the upper-left shelf and collects its red diamond. Walk right off the shelf, land beside the white floor portal, then jump left for the red diamond above that portal and steer right before falling into it.
Fireboy climbs back up the stepped left side of the arch. From its left end, jump upward before steering right onto the high platform through the lowered gate. Walk right to the purple lever. This powers the central purple portals. Return left off the high platform while Watergirl keeps holding the dark-blue plate. Once Fireboy has landed on the arch, Watergirl leaves her plate to the right; wait for the gate to rise so he can pass underneath again.
Fireboy walks right along the arch and drops through the purple floor portal. In the isolated chamber below, walk right into his red door. Watergirl steps right off the high platform onto the arch, walks left to the same purple portal, then walks left into her blue door. All ten diamonds are collected.
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
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 Fan 1.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
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 1 and Portal 2.
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 Portal 7 and Portal 8.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
lower right
At least one of these inputs must be active: Switch 6.
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 up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
lower center
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
middle right
This portal needs no switch power.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
middle right
This portal needs no switch power.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
middle left
This portal needs no switch power.
Step inside to travel to Portal 6. Step out of the destination before trying to return.
middle left
This portal needs no switch power.
Step inside to travel to Portal 5. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Switch 5.
Step inside to travel to Portal 8. Step out of the destination before trying to return.
upper center
At least one of these inputs must be active: Switch 5.
Step inside to travel to Portal 7. Step out of the destination before trying to return.
lower right
At least one of these inputs must be active: Switch 2.
The air current pushes right and up. Stay in the stream until you can move onto a dry landing.
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 left lift and the right fan to collect all ten diamonds, then coordinate the upper gate and purple portal to reach the two doors. Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle 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.
This room has no elemental pools.
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 Fan 1. 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 3 (upper center): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Portal 1 and Portal 2. 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 (upper center): Controls Portal 7 and Portal 8. 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 (lower center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.