Elements · LEVEL 39 · Verified walkthrough
Use the coloured portals to bring both crates into the recess under the right-hand pools. Roll the two balls across that bridge and onto the two green plates, then take the fans to the matching 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 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 39 of 39 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 1 lever, 2 moving platforms, 8 portals, 4 fans, 2 stone boxes, 2 rolling stones |
| 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 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Fireboy moves to the lever at the bottom and turns on the fans. Watergirl goes to the far-left step, jumps right into the left fan and collects the high blue diamond. Keep near the middle of the shaft so the small stone corners do not catch her.
Fireboy turns the fans off while Watergirl crosses the central stem and drops into the right shaft for its blue diamond. Turn the fans on again. Watergirl rises and moves right into her lower water pool, stopping beside the pink portal. Fireboy holds the pink plate on the raised bottom platform.
Watergirl enters the pink portal and arrives beside the upper middle crate. Push it right into the tall fan. Fireboy leaves the plate and turns the fans off. Watergirl lands to the right of the crate on the small fan ledge, then pushes it left off that ledge.
Watergirl jumps left for the blue diamond above the fallen crate, then moves to the small stone tip on its left. Push the crate right along the long shelf and into the recess beneath the two right-hand pools. Let it settle against the right wall. Collect the blue diamond on the way.
Watergirl jumps left out of the recess and returns to the middle fan ledge while Fireboy waits at the lever. Watergirl jumps as Fireboy turns on the fans. Fireboy then moves to Pink while she rises to the right of the sloping upper shelf. Watergirl steers left onto that shelf during the upward arc and goes through the pink portal into the lower water pool.
Watergirl follows the pool left into the right fan, rises above the central stem and moves into the central fan. Fireboy turns the fans off. Watergirl drops onto the stem, moves left into the left shaft, then leaves through its bottom-left opening and returns to the bottom controls.
Turn the fans on. Fireboy jumps into the left fan for the lower red diamond, then moves above the central stem. Watergirl switches the fans off so he can descend the right shaft. Turn them on again; Fireboy rises to the upper lava pool and collects its red diamond. Watergirl holds Blue.
Fireboy enters the blue portal beside the lava pool and pushes the lower middle crate right into the tall fan. Watergirl turns the fans off. Fireboy lands to the crate’s right on the fan ledge, pushes it left to the long shelf and jumps left for the red diamond.
Fireboy gets to the fallen crate’s left side and pushes it toward the recess. Ease off before the edge and let it drop into the left side beside the first crate. Wait until both crates rest flat, side by side. Jump across to collect the far-right red diamond, then return left to the middle fan ledge.
Watergirl turns the fans on. Fireboy rises in the middle fan; Watergirl then turns them off so he can drop onto the lower middle portal shelf. Watergirl holds Blue while Fireboy enters that portal and returns to his upper lava pool.
Fireboy returns left through the fan shafts, using the central stem while Watergirl turns the fans off and on. From the left shaft, move left onto the lower outer portal ledge. Watergirl holds Blue. Fireboy enters the portal and arrives at the upper-right lava pool.
Fireboy jumps over the ball and lands on its right, inside his lava pool. Push the ball left until it rolls through the low opening. It drops down the right chamber, crosses the crate bridge and travels toward the narrow return chute on the left.
Fireboy returns through the upper-right blue portal. Watergirl turns the fans off so he can descend the left shaft and return to the bottom. Fireboy holds Pink. Watergirl rides the left fan, moves left onto the upper outer portal ledge and enters its pink portal.
Keep Watergirl beside the lower ball. Fireboy leaves Pink, moves to the right of the first ball in the bottom passage and pushes it left into the green-plate pocket beneath the raised platform. The ball opens Fireboy’s exit panel. Fireboy then moves back to the left of the return chute and waits.
Watergirl pushes the lower ball left through the low pool opening. It crosses the crate bridge and rolls along the long shelf into the return chute. Fireboy catches it on his right as it reaches the bottom, then pushes it right into the other green-plate pocket. Leave both balls in place; Watergirl’s exit panel is now open too.
Fireboy jumps left onto the raised bottom platform and holds Pink. Watergirl climbs out of her pool on the right and returns through the pink portal to the upper-left outer ledge. Fireboy goes to the lever and turns the fans off. Watergirl steps right off the ledge into the left shaft, drops to its bottom shelf and leaves through the lower-left opening.
Turn the fans on. Bring each hero up the left shaft and into the central fan, then move through the opened green panel into the matching exit alcove: Fireboy left, Watergirl right. Let each hero settle in the door. Either hero can 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 right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
lower left
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, Fan 2, Fan 3, and Fan 4.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 1, Portal 3, Portal 5, and Portal 7.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 2, Portal 4, Portal 6, and Portal 8.
upper left
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 3.
Step inside to travel to Portal 5. 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 6. Step out of the destination before trying to return.
upper right
At least one of these inputs must be active: Switch 3.
Step inside to travel to Portal 7. Step out of the destination before trying to return.
upper right
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.
middle center
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.
middle center
At least one of these inputs must be active: Switch 5.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
middle 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 5.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
middle left
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.
middle left
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.
upper left
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.
upper 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.
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.
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.
upper right
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.
middle right
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.
Use the coloured portals to bring both crates into the recess under the right-hand pools. Roll the two balls across that bridge and onto the two green plates, then take the fans to the matching 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 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.
2 orange lava pools (upper right and middle center) and 2 blue water pools (middle right and middle center). 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 right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower left): Controls Fan 1, Fan 2, Fan 3, and Fan 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 (lower center): Controls Portal 1, Portal 3, Portal 5, and Portal 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower center): Controls Portal 2, Portal 4, Portal 6, and Portal 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.