Elements · LEVEL 5 · Verified walkthrough

The Clockwork Descent

Use the bottom timed plate to fetch the block from upstairs. The block helps both heroes reach the middle shelves; after collecting the central diamond, carry it back up and use it to open the roof hatch.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Clockwork Descent, elements level 5: 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 · 5 of 39
Collectibles4 fire diamonds, 4 water diamonds, 1 neutral diamonds. 0 marked diamonds required; 9 optional.
HazardsNo elemental pools in this room.
Mechanisms3 plates, 4 moving platforms, 1 stone box
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Send Watergirl upstairs

    Put Fireboy on the timed plate in the middle of the bottom floor. Wait until both outer lifts reach the bottom. Walk Watergirl onto the right lift. Fireboy leaves the plate; after its short countdown, the lift returns Watergirl upstairs and collects the low blue diamond.

  2. Bring the block down on the right lift

    Watergirl walks left to the block, jumps UP before steering LEFT over it, and lands on its left side. Push it RIGHT onto the right lift, then jump to its right side. Fireboy returns to the bottom timed plate and waits for the lift, Watergirl and block to descend. Fireboy leaves the plate; Watergirl pushes the block LEFT onto that plate so both lifts stay down.

  3. Collect the lower red and the two middle diamonds

    Fireboy walks left and jumps in the lift shaft for the low red diamond, then returns to the block. Each hero jumps onto the block and jumps UP before steering onto their middle shelf: Watergirl goes left and Fireboy right. Jump for the blue and red diamonds above those shelves. Keep the block on the bottom plate.

  4. Take the central diamond

    Fireboy stands on the plate on his middle shelf, lowering the small central lift. Watergirl moves to the right edge of her left shelf, jumps UP first, then steers right onto the lowered central lift. Fireboy leaves his plate so the lift rises to the neutral diamond. He returns to the plate to bring Watergirl down. Watergirl steps right onto Fireboy’s shelf before he leaves the plate again.

  5. Return the block to the right lift

    Drop Fireboy through the central gap to the bottom floor and walk him to the right-hand bank. Drop Watergirl through the same gap and move to the block’s left side. Push it right until it clears the low wall. While Watergirl finishes pushing it onto the right lift, Fireboy jumps straight up, then steers left onto the block. Watergirl turns back left as soon as the block is loaded. Do not leave Fireboy standing beside the moving block.

  6. Ride both outer lifts upstairs

    Watergirl heads LEFT across the bottom timed plate, refreshing its countdown as she passes. Continue left and jump onto the left lift. When the countdown expires, both lifts rise: Watergirl on the left, Fireboy and the block on the right. Wait until they reach the upper floor.

  7. Open the roof hatch

    Fireboy walks right to collect the red diamond on the upper floor, then pushes the block LEFT onto the plate directly beneath the roof hatch. Watergirl collects the blue diamond at the far-left end of this floor, then jumps right over the small raised ridge. Leave the block centered on the hatch plate.

  8. Collect the top diamonds and reach both exits

    Each hero jumps onto the block, then jumps UP through the open hatch before steering onto the upper floor. Fireboy goes left for his last red diamond; Watergirl goes right for her last blue one. To cross the hatch, walk close to its edge before jumping—the ceiling limits jump height here. Fireboy’s door is on the right and Watergirl’s is on the left.

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

    middle center

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

    Controls Moving platform 2.

  • Switch 2

    lower center

    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 4.

  • Switch 3

    lower center

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

    Controls Moving platform 3.

  • Moving platform 1

    middle center

    At least one of these inputs must be active: Switch 2.

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

  • Moving platform 2

    upper center

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

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

  • Moving platform 3

    middle center

    At least one of these inputs must be active: Switch 3.

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

  • Moving platform 4

    middle center

    At least one of these inputs must be active: Switch 2.

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

  • Stone box 1

    middle 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.

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 Clockwork Descent?

Use the bottom timed plate to fetch the block from upstairs. The block helps both heroes reach the middle shelves; after collecting the central diamond, carry it back up and use it to open the roof hatch. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Clockwork Descent?

9 diamonds: 4 for Fireboy, 4 for Watergirl, and 1 for either hero. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Clockwork Descent?

This room has no elemental pools.

What do the switches do in The Clockwork Descent?

Switch 1 (middle center): 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 center): Controls Moving platform 1 and Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower center): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.