Forest · LEVEL 13 · Verified walkthrough

The Falling Stone Stair

Release three ceiling stones, build a two-stone staircase, and share the yellow plates to collect the required white diamond and reach the lower-left exits.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.

The Falling Stone Stair, forest level 13: 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
CampaignThe Forest Temple · 13 of 32
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
HazardsNo elemental pools in this room.
Mechanisms5 levers, 2 plates, 6 moving platforms, 4 stone boxes
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.
ExitsFireboy: lower left. Watergirl: lower left.

Step-by-step walkthrough

  1. Watergirl releases the far-right stone

    Both heroes start on the middle-left shelf. Watergirl heads RIGHT, drops around the shelf’s right edge to the bottom floor, and walks past the PINK lever near the far-right wall. Wait for the released stone to settle on the right-hand ledge above. Leave the far-left violet lever alone; this route needs only three of the four stones.

  2. Fireboy climbs using the released stone

    Fireboy follows right and drops to the lower-right approach. Jump onto the small stone step, then onto the ledge above it. Use the fallen pink stone to reach the high ledge beside the right wall. Where an edge hangs overhead, jump straight UP before steering onto it. From the wall ledge, jump LEFT across the short shelf and onto the long upper walkway.

  3. Release green, then position it under red

    Watergirl walks LEFT along the bottom floor past the GREEN lever. Wait for its stone to land on the upper walkway. Fireboy pushes that stone LEFT until it sits directly under the RED stone’s ceiling chute, well left of the upper yellow plate. Watergirl then walks farther left past the RED lever. Wait for the red stone to fall and settle squarely on the green stone.

  4. Push the stack beside the upper plate

    Fireboy jumps over the two-stone stack to stand on its LEFT side. Push the lower stone RIGHT; the upper stone travels with it. Stop with the stack just LEFT of the small high ledge carrying the upper yellow pressure plate. Leave enough space on the left to make a vertical jump onto the stack.

  5. Fireboy holds the upper yellow plate

    Jump straight up beside the stack, then steer onto its top. Jump up again before steering RIGHT onto the small plate ledge. Stand on the yellow plate and keep it pressed. This raises the yellow bar blocking the lower exit corridor, allowing Watergirl through.

  6. Watergirl opens the white bridge

    Watergirl returns RIGHT along the bottom floor and uses the small right-hand step to jump LEFT onto the exit corridor. Pass the raised yellow bar, then jump LEFT over the first low bump. Continue left to the WHITE lever near the middle of this floor and walk past it. Wait for the white bridge above Fireboy to slide into place.

  7. Collect the required white diamond

    Fireboy can now leave the upper plate. Jump UP before steering RIGHT onto the white bridge, then jump farther RIGHT onto the top shelf to collect the white diamond. It is the room’s only diamond and is REQUIRED to finish. Watergirl stays safely inside the exit corridor while the yellow bar closes behind her.

  8. Watergirl holds the lower yellow plate

    Watergirl returns RIGHT from the white lever, jumping over the same low bump, and stands on the LOWER yellow plate beside the yellow bar. Keep it pressed while Fireboy returns. Fireboy heads LEFT from the white diamond and drops onto the upper yellow-plate ledge. Step off its RIGHT edge onto the long walkway below. Follow that walkway RIGHT, jump over its raised corner and use the outer-right ledges to descend to the small approach step.

  9. Reunite in the exit corridor

    With Watergirl still holding the lower plate, Fireboy jumps LEFT from the right-hand approach into the exit corridor and crosses the raised yellow bar. Jump left over the first low bump, continue left, then jump over the second low bump near the doors. Watergirl can leave her plate once he is through the bar and follow the same two jumps.

  10. Enter the two lower-left doors

    Fireboy enters the orange door at the far LEFT; Watergirl enters the blue door just to its right. Both matching exits and the white diamond finish the room. If a stone was released before the lower one was positioned, restart the room to reset the ceiling stones and rebuild the stack in order.

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 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 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 Moving platform 2.

  • Switch 3

    lower 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 3.

  • Switch 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 4.

  • Switch 5

    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 5.

  • Switch 6

    lower center

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

    Controls Moving platform 6.

  • Switch 7

    upper center

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

    Controls Moving platform 6.

  • Moving platform 1

    upper left

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

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

  • Moving platform 2

    upper left

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

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

  • Moving platform 3

    upper center

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

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

  • Moving platform 4

    upper right

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

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

  • Moving platform 5

    upper right

    At least one of these inputs must be active: Switch 5.

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

  • Moving platform 6

    lower right

    At least one of these inputs must be active: Switch 6 and Switch 7.

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

  • Stone box 1

    upper left

    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 left

    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 3

    upper 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 4

    upper 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.

If you get stuck

Check the unfinished objective

Count the ring-marked diamonds still visible. All 1 are required before both matching doors can finish this room; each hero collects their own color.

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 Falling Stone Stair?

Release three ceiling stones, build a two-stone staircase, and share the yellow plates to collect the required white diamond and reach the lower-left exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.

How many diamonds are required in The Falling Stone Stair?

1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.

Which hazards are in The Falling Stone Stair?

This room has no elemental pools.

What do the switches do in The Falling Stone Stair?

Switch 1 (lower left): 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 2 (lower left): 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 3 (lower center): 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 (lower right): 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 5 (lower right): Controls Moving platform 5. 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 6 (lower center): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (upper center): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.