Elements · LEVEL 7 · Verified walkthrough

The Counterweight Furnace

Use the green and red lifts to bring Watergirl out of the lower chamber. Move the light crate through the middle lava pool, then use the heavy crate as a counterweight to raise Watergirl to the upper exit. Collect all ten diamonds before leaving.

Level objective

Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Counterweight Furnace, elements level 7: 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 · 7 of 39
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards5 lava pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 4 moving platforms, 2 stone boxes
Win conditionBring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle right. Watergirl: upper right.

Step-by-step walkthrough

  1. Lower the green lift

    Fireboy jumps left from his starting ledge to the green lift, then onto the middle island. Stand on its green plate while Watergirl jumps left from the lower starting ledge onto the lowered lift.

  2. Reach the red plate

    Fireboy leaves the green plate, drops into the lower lava and walks left for the red diamond. Jump onto the left island and stand on the red plate. Watergirl crosses the raised green lift, drops left of the middle island and collects the blue diamond beside the left wall.

  3. Raise Watergirl safely

    Watergirl waits to the right of the red lift. Fireboy steps off the red plate so the lift can reach the bottom without Watergirl blocking it from underneath. Watergirl walks onto it; Fireboy returns to the plate and raises her to the island.

  4. Move the light crate left

    Fireboy jumps to the small ledge at the far left, then onto the long middle floor. Jump over the crate, collect the red diamond on the far right and push the crate left into the middle lava pool. Watergirl climbs the same left-hand ledges and collects the blue diamond on this floor.

  5. Cross the middle pool

    Watergirl jumps onto the crate, moves near its left edge and jumps across to the right bank. Fireboy moves behind the crate and pushes it right, stopping beneath the ramp leading to the next floor.

  6. Climb from the crate

    Each hero jumps onto the crate and moves to its left edge. Jump straight up first, then steer right once clear of the upper ramp. Watergirl collects the blue diamond on this floor and jumps onto the right counterweight deck.

  7. Reach the heavy crate

    Fireboy goes left for the red diamond above the upper lava. Approach the small left ledge from outside its right edge, jump straight up, then steer left. Move left on that ledge and jump up-right to the next step for the last red diamond. Jump right again to reach the heavy crate.

  8. Raise the counterweight

    Fireboy pushes the heavy crate right onto the left suspended deck and waits on the stone ledge. Its weight lowers that deck and raises Watergirl on the other side. Watergirl jumps onto the top-right ledge and collects the final blue diamond.

  9. Return to both exits

    Fireboy walks off the left edge of the heavy-crate ledge, drops past the small step into his safe lava, then jumps right over the counterweight to the lower exit floor. With all ten diamonds collected, Fireboy enters the lower red exit and Watergirl enters the upper blue exit. Either 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 center

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

    Controls Moving platform 3.

  • Switch 2

    lower left

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

    Controls Moving platform 4.

  • Moving platform 1

    upper center

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 2

    middle right

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 3

    lower right

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

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

  • Moving platform 4

    lower center

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

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

  • Stone box 1

    middle right

    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.

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.

A pulley is moving the wrong way

Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.

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 Counterweight Furnace?

Use the green and red lifts to bring Watergirl out of the lower chamber. Move the light crate through the middle lava pool, then use the heavy crate as a counterweight to raise Watergirl to the upper exit. Collect all ten diamonds before leaving. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Counterweight Furnace?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Counterweight Furnace?

5 orange lava pools (middle center, middle right, lower left, and lower center). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Counterweight Furnace?

Switch 1 (lower center): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower left): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.