Elements · LEVEL 39 · Verified walkthrough

The Wind and Crystal Gallery

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.

Page updated

Level objective

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.

The Wind and Crystal Gallery, elements level 39: actual game view with Fireboy, Watergirl, diamonds, elemental pools, matching exits, and this level’s mechanisms.
The level at its starting positions. Orange is safe for Fireboy; blue is safe for Watergirl; purple goo is dangerous to both.
Level at a glance
CampaignElements · 39 of 39
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 1 lever, 2 moving platforms, 8 portals, 4 fans, 2 stone boxes, 2 rolling stones
Win conditionBring 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.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Start the fan relay

    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.

  2. Reach the lower pink portal

    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.

  3. Bring down the upper crate

    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.

  4. Fill the right side of the recess

    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.

  5. Return Watergirl through pink

    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.

  6. Bring Watergirl back to the controls

    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.

  7. Collect Fireboy’s left diamonds

    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.

  8. Bring down the lower crate

    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.

  9. Complete the bridge

    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.

  10. Return Fireboy through blue

    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.

  11. Reach the ball above the right pools

    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.

  12. Release the upper ball

    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.

  13. Put Watergirl beside the lower ball

    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.

  14. Leave the first ball on the left green plate

    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.

  15. Send the second ball to the right green plate

    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.

  16. Return Watergirl through the outer pink portals

    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.

  17. Ride to the matching exits

    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.

How this room’s mechanisms work

  • Switch 1

    lower right

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 1.

  • Switch 2

    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.

  • Switch 3

    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.

  • Switch 4

    lower center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 2.

  • Switch 5

    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.

  • Moving platform 1

    upper left

    At least one of these inputs must be active: Switch 1.

    When powered, it moves up; when power is released, it returns.

  • Moving platform 2

    upper left

    At least one of these inputs must be active: Switch 4.

    When powered, it moves up; when power is released, it returns.

  • Portal 1

    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.

  • Portal 2

    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.

  • Portal 3

    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.

  • Portal 4

    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.

  • Portal 5

    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.

  • Portal 6

    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.

  • Portal 7

    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.

  • Portal 8

    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.

  • Fan 1

    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.

  • Fan 2

    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.

  • Fan 3

    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.

  • Fan 4

    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.

  • Stone box 1

    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.

  • Stone box 2

    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.

  • Rolling stone 1

    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.

  • Rolling stone 2

    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.

If you get stuck

Check the unfinished objective

The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.

A gate or platform moved back

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.

You missed a moving platform

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.

You cannot recover safely

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.

Level questions

How do you finish The Wind and Crystal Gallery?

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.

How many diamonds are required in The Wind and Crystal Gallery?

8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Wind and Crystal Gallery?

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.

What do the switches do in The Wind and Crystal Gallery?

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.