Elements · LEVEL 6 · Verified walkthrough
Exchange towers through the white and red crystals, share the pink portal plates, and open both sliding bridge gaps. Collect all twelve diamonds before returning to the two roof exits.
Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 6 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 levers, 2 plates, 4 moving platforms, 6 portals |
| Win condition | Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: upper right. |
Fireboy walks right into the white crystal at the bottom of his tower; Watergirl walks left into the red crystal at the bottom of hers. Each appears on the opposite tower’s inner roof. Step off toward the central gap onto the shelf below. Jump upward before steering onto the outer roof: Fireboy goes right for its red diamond, and Watergirl goes left for its blue diamond.
Both heroes return through the same roof gap to the shelf below. Fireboy touches the purple handle on the right; Watergirl touches the green handle on the left. Each handle raises the gate in the opposite tower. Wait until both gates are raised, then walk outward beneath them and fall to the broad middle shelf for the next matching diamond.
Watergirl climbs onto the left pink plate and keeps it pressed. Fireboy approaches the inner tip of the right middle shelf and jumps left into its powered pink crystal. After appearing on the left, land on the lower shelf, jump upward before steering left onto the middle shelf, and take over the left pink plate. Watergirl can now leave it, walk to the inner tip and jump right into the pink crystal.
Each hero is now in the tower with a safe matching pool on the next shelf. Collect the diamond above the sliding bridge, then walk outward off that shelf and fall into the matching pool. Return inward through the blue handle on the left or yellow handle on the right. This slides the bridge aside. Walk off the inner tip of the pool shelf, land on the dry inner bank below, and collect the matching diamond there.
Move farther inward, clear of the overhanging shelf, then jump upward before steering back onto it. Return toward the opened bridge gap. Crossing the handle can turn it off; step clear and touch it again to leave it on. Stand below the gap, jump up through it, and steer inward onto the bridge’s shifted end. Use the inner tip to jump back onto the middle shelf. Both heroes can now reach their pink plates.
Watergirl holds the right pink plate while Fireboy jumps from the inner tip into the left crystal. Fireboy climbs onto the right middle shelf and takes over its pink plate. Watergirl then jumps into the right crystal and returns to the left tower.
Each hero drops through the already opened bridge gap onto the dry inner end of the pool shelf. Walk inward for its matching diamond, then fall onto the shelf below. Its pool now matches that hero, so cross it outward and drop to the bottom floor. Walk inward for the final bottom diamond. Fireboy enters the red crystal on the right; Watergirl enters the white crystal on the left. All twelve diamonds are collected.
Back in their own towers, both heroes step off the inner roof onto the shelf below. Fireboy touches the green handle and Watergirl touches the purple handle, leaving both off. Wait for both gates to lower. Jump upward through the central roof gap before steering outward onto the exit roof. Fireboy goes left to the red door and Watergirl goes right to the blue 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.
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 Moving platform 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 Moving platform 4.
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 3.
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 Moving platform 1.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 5 and Portal 6.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 5 and Portal 6.
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 right
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 3.
When powered, it moves left; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
lower center
This portal needs no switch power.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
upper center
This portal needs no switch power.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
upper center
This portal needs no switch power.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
lower center
This portal needs no switch power.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Switch 5 and Switch 6.
Step inside to travel to Portal 6. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Switch 5 and Switch 6.
Step inside to travel to Portal 5. Step out of the destination before trying to return.
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.
Exchange towers through the white and red crystals, share the pink portal plates, and open both sliding bridge gaps. Collect all twelve diamonds before returning to the two roof exits. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (lower left and lower right) and 2 blue water pools (lower right and lower left). 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 (upper center): Controls Moving platform 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 2 (lower left): 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 (lower right): 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 4 (upper center): Controls Moving platform 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 5 (middle right): Controls Portal 5 and Portal 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (middle left): Controls Portal 5 and Portal 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.