Elements · LEVEL 38 · Verified walkthrough
Let the moving panels roll the ball onto the white plate, use its repeating portal windows to visit both halves, and collect all fourteen diamonds before entering their two door chambers.
Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 38 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 7 water diamonds, 1 neutral diamonds. 0 marked diamonds required; 14 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 2 levers, 3 plates, 5 moving platforms, 4 portals, 1 rolling stone |
| Win condition | Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower center. Watergirl: middle center. |
Move Fireboy across the bottom to the far right. From beside the right wall, jump upward before steering left onto the first shelf. Collect its red diamond, jump right to the next shelf, then climb left onto the higher shelf. Return down the alternating shelves to the bottom and cross left beneath the central wall. Climb the left tower by jumping right, then upward and left, then right again to its high red diamond.
Watergirl jumps upward before steering right from her starting platform onto the sloping gallery. Walk right for the high blue diamond, then jump left onto the top shelf. Cross the upper portal while it is dark and drop left into the green-lever room. Move around the small shelf for the blue diamond beneath it. Leave the green lever on; stepping out of its reach and back reverses it if necessary. The platform over Watergirl’s door slides left.
Watergirl jumps upward and left onto the small shelf, then upward and right onto the top shelf. The ball above the left maze rolls onto the timed blue plate. The two panels push it right onto the white plate, briefly powering all four portals. While they glow, move Watergirl right into the upper portal to appear beside the lower-middle portal in the left maze. Wait there until the portals go dark before walking back across it.
Move Watergirl slightly left of the lower-middle portal and jump left onto the raised stone wedge. From its right end, jump upward before steering right onto the small inner shelf for its blue diamond. Return left off that shelf and cross the lower-left portal only while it is dark. Jump for the blue diamond near the bottom-left wall.
Wait for the portals to go dark before climbing right from the bottom-left corner onto the sloping staircase. Walk up the slope, jump left onto the next shelf and move to its left end. Jump upward before steering right onto the pale-blue plate’s ledge. Watergirl holds that plate, lowering the gate at the ledge’s right end.
Fireboy descends his tower to the bottom, walks right to the red lever and leaves it on. During a glowing portal window, move left through the lower-right portal. After appearing at the bottom-left portal, wait until the portals go dark, move right and jump onto the raised wedge. Jump for its red diamond. Return left to the bottom corner while the portals are dark.
Fireboy climbs the same sloping staircase and alternating shelves to Watergirl’s ledge. Drop left to the shelf below the left red diamond and jump for it, then climb back to the plate ledge. Watergirl keeps holding pale blue while Fireboy walks through the lowered gate, drops into the narrow pocket and jumps for the neutral diamond. Jump left back through the gate. Both heroes can now descend via the left shelves and return to the bottom-left corner.
Watergirl crosses the dark lower-left portal, climbs the raised wedge and waits for a fresh dark interval before walking right beneath the lower-middle portal. At the far-right end of that bottom corridor, jump upward and left onto the shelf above the portal, then upward and right onto the high shelf. From its left edge, jump left for the blue diamond beside the tall central wall.
Fireboy crosses the dark lower-left portal, climbs the wedge and walks down its right side to just left of the lower-middle portal. Enter that portal to the right during a glowing window. After appearing at the upper portal, wait for darkness before crossing left. Approach the left edge of the top shelf and jump left for the high red diamond. Climb back onto the top shelf. Cross right while the portal is dark and descend onto the sloping gallery. From the slope’s lower-left edge, jump left for the red diamond above Watergirl’s open door shaft, then steer right promptly to land back on the slope.
Watergirl drops right down the left maze’s shelves to the bottom corridor. During a fresh dark interval, cross left past the lower-middle portal, jump onto the wedge and continue to the bottom-left corner. When the portals glow, enter the lower-left portal to the right. She appears at the bottom of the right tower.
Watergirl walks to the far-right wall and climbs the alternating right-hand shelves to the high blue diamond. Descend the same shelves to the bottom, cross left under the central wall and climb the left-hand shelves. The jump toward the high shelf collects the remaining blue diamond in the middle of the tower. All fourteen diamonds are now collected.
Fireboy jumps left from the sloping gallery onto the top shelf. Enter the upper portal to the left while it glows. In the left maze, wait for darkness before moving left, jumping onto the wedge and continuing to the bottom-left corner. Enter the lower-left portal to the right during its next glowing window. Wait until it goes dark before walking left past it and through the raised red gate into Fireboy’s door.
Watergirl descends the left tower to the bottom and enters the lower-right portal to the right during a glowing window. Wait for darkness in the left maze, then move right, climb the wedge and approach the lower-middle portal. Enter it to the right when it glows. From the upper portal, walk right off the top shelf onto the sloping gallery, then walk left and fall through the open shaft into Watergirl’s blue door.
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.
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 3.
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 Moving platform 4.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1 and Moving platform 2.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 1, Portal 2, Portal 3, and Portal 4.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
upper left
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 1.
When powered, it moves left; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
lower right
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 4. 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.
lower left
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.
upper left
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
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.
Let the moving panels roll the ball onto the white plate, use its repeating portal windows to visit both halves, and collect all fourteen diamonds before entering their two door chambers. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
14 diamonds: 6 for Fireboy, 7 for Watergirl, and 1 for either hero. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (middle center): Controls Moving platform 3. 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 (lower right): Controls Moving platform 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 3 (upper left): Controls Moving platform 1 and Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (upper center): Controls Portal 1, Portal 2, Portal 3, and Portal 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (middle left): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.