Forest · LEVEL 1 · Verified walkthrough
Cross the bottom pools, take turns operating the two lifts, then push the box left to reach the upper exit path.
Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
Start at 1 and 2. Work together through the room, then meet at the matching doors marked 3 and 4.

| Campaign | The Forest Temple · 1 of 32 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 1 lava pool, 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 2 plates, 2 moving platforms, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. 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 right. Watergirl: upper right. |
Fireboy starts on the bottom floor; Watergirl starts on the ledge above him and drops from its right edge. Head right. Fireboy can walk through orange lava but must jump over blue water. Watergirl jumps over orange lava and walks through blue water. Leave room for a running jump from each dry bank.
Jump up the small steps at the far right, then jump left onto the long walkway above the pools. Jump left across the purple goo; it is dangerous to both heroes. Follow the walkway left toward the yellow lever.
Walk past the yellow lever to turn it ON and lower the far-left lift. One hero boards it while the other turns the lever OFF to raise it. The lift waits briefly before rising: the hero at the lever can move left and jump aboard, or call it again if separated. Stay aboard until the upper walkway is level with the lift.
Stand on the lower purple plate to lower the lift on the far right. The other hero goes right and jumps onto it. Step off the plate to raise the rider, who then jumps LEFT onto the high ledge with the upper purple plate.
The upper hero stands on the upper purple plate to lower the same lift. The partner boards from below. Step off the upper plate, let the lift rise, and have the partner jump left onto the ledge.
Push the stone box all the way LEFT, underneath the hanging wall, until it stops against the tall left ledge. Each hero jumps onto the box, onto the tall left ledge, then RIGHT onto the small upper ledge. Watergirl can collect the blue diamond near the left wall before the last jump.
Go right along the upper path and collect each hero’s matching diamonds. Fireboy enters the orange door and Watergirl enters the blue door. All eight diamonds are optional here; collecting them all earns a perfect clear.
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 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 Yellow lift.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Purple lift.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Purple lift.
middle left
At least one of these inputs must be active: Yellow lever.
When powered, it moves down; when power is released, it returns. It waits 0.75 seconds before returning.
middle right
At least one of these inputs must be active: Switch 2 and Switch 3.
When powered, it moves down; when power is released, it returns.
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.
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.
Cross the bottom pools, take turns operating the two lifts, then push the box left to reach the upper exit path. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. 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.
1 orange lava pool (lower center), 1 blue water pool (lower right), and 1 purple goo pool (lower right). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Yellow lever (lower left): Controls Yellow lift. 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 (middle left): Controls Purple lift. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle right): Controls Purple lift. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.