Forest · LEVEL 15 · Verified walkthrough

The Paired Passage

Use the lower levers to reach the middle floors, exchange yellow and purple plate duties, then operate the upper red plate and pink lever for each other.

Level objective

Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Paired Passage, forest level 15: 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 · 15 of 32
Collectibles8 fire diamonds, 8 water diamonds. 0 marked diamonds required; 16 optional.
HazardsNo elemental pools in this room.
Mechanisms4 levers, 4 plates, 9 moving platforms
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Send Fireboy to the lower red lever

    From the starting shelf, Fireboy walks LEFT off the inner edge, drops to the bottom corridor, and goes RIGHT through his diamond to the red lever. Leave Fireboy here to operate it. Watergirl drops LEFT into the space between the two red bars.

  2. Move Watergirl to the two left levers

    Fireboy toggles the red lever to return the bars LEFT. Watergirl jumps over the left bar and onto the upper-left shelf, collects the blue diamond and turns the GREEN lever ON. Fireboy then shifts the bars RIGHT again so Watergirl can drop into the bottom-left corridor. She collects its blue diamond and turns the CYAN lever ON.

  3. Return Watergirl to the starting side

    Use the red lever again while Watergirl jumps back onto the left shelf and drops between the bars. Shift the bars RIGHT to let her cross to the right starting shelf. Fireboy then leaves the lever, drops through the inner opening, and jumps back onto that right shelf too.

  4. Climb through the open green hatch

    Both heroes move toward the right wall and jump UP through the hatch opened by the green lever. Rise before steering LEFT onto the next floor, then step fully onto flat stone so you do not slide back. Collect the orange and blue diamonds in this corridor. Fireboy continues LEFT to the lower YELLOW plate.

  5. Help Watergirl onto the next floor

    With Fireboy holding the yellow plate, Watergirl goes to the far-left opening and jumps UP before steering RIGHT onto the next floor. Fireboy moves LEFT to the PURPLE plate. This raises the middle divider, letting Watergirl cross RIGHT, collect her blue diamond and stand on the upper YELLOW plate.

  6. Send Fireboy up the left-hand route

    Watergirl stays on the upper yellow plate. Fireboy jumps up through the far-left hatch, collects his orange diamond and uses the open central-left hatch to reach the pink-lever floor. Collect the orange diamond at its left end. Leave the PINK lever OFF for the first ascent. Jump through the far-left opening to the next walkway and collect the orange diamond there.

  7. Open the upper-right hatch for Watergirl

    Fireboy goes to the inner opening beside the center wall, jumps UP and steers LEFT onto the top floor. Collect his upper-left diamond. Jump across the narrow central gap from its sloping edge, collect the upper-right orange diamond, and stand on the upper RED plate. Watergirl can now climb the central-right opening, collect the blue diamond on that floor, and climb the far-right hatch to collect the blue diamond above it.

  8. Return for Fireboy’s middle-right diamond

    Keep Fireboy on the upper red plate while Watergirl descends through the same right-hand hatch, then drops through the central-right opening and returns to the upper yellow plate. Fireboy returns LEFT, drops through the inner opening, then follows the left-hand openings down to the lower purple plate. Watergirl crosses the open middle divider to the far-left hatch.

  9. Exchange the yellow and purple duties

    Fireboy moves onto the lower yellow plate so Watergirl can drop through the far-left hatch to his floor. Watergirl takes over that yellow plate while Fireboy climbs up. Once he is safely above, Watergirl steps onto the purple plate. Fireboy crosses RIGHT, collects his remaining orange diamond, and takes the upper yellow plate.

  10. Watergirl collects the top diamonds

    With Fireboy holding upper yellow, Watergirl climbs the left hatch and then the central-left hatch to the pink-lever floor. Leave pink OFF. Follow the far-left opening upward, then jump UP at the inner opening and steer LEFT onto the top floor. Collect the upper-left blue diamond, jump across the central gap from its sloping edge, collect the upper-right blue diamond, and stand on the red plate.

  11. Bring Fireboy to the upper-right walkway

    Watergirl keeps the red plate pressed. Fireboy climbs the central-right opening and then the far-right hatch, landing on the upper-right walkway. He waits there while Watergirl returns LEFT and descends through the left-hand openings to the pink lever.

  12. Use pink to exchange the last opening

    Watergirl turns the PINK lever ON, moving the top bridge left and opening Fireboy’s ascent on the RIGHT of the center wall. Fireboy jumps UP through that opening, lands on the top-right floor, then jumps LEFT across the gap from the sloping edge. Continue LEFT to his orange door.

  13. Reopen Watergirl’s ascent and finish

    Watergirl uses the pink lever again to turn it OFF. She climbs through the far-left opening, then jumps UP on the LEFT of the center wall and steers onto the top-left floor. Enter her blue door beside Fireboy. All sixteen diamonds are optional; the route above collects every one.

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 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 1 and Moving platform 2.

  • 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 3.

  • Switch 3

    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.

  • Switch 4

    lower center

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

    Controls Moving platform 5 and Moving platform 6.

  • Switch 5

    middle right

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

    Controls Moving platform 5 and Moving platform 6.

  • Switch 6

    lower left

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

    Controls Moving platform 7.

  • Switch 7

    middle 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 8.

  • Switch 8

    upper right

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

    Controls Moving platform 9.

  • Moving platform 1

    lower center

    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

    lower center

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

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

  • Moving platform 3

    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 4

    lower right

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

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

  • Moving platform 5

    middle left

    At least one of these inputs must be active: Switch 4 and Switch 5.

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

  • Moving platform 6

    middle center

    At least one of these inputs must be active: Switch 4 and Switch 5.

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

  • Moving platform 7

    middle center

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

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

  • Moving platform 8

    upper center

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

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

  • Moving platform 9

    upper right

    At least one of these inputs must be active: Switch 8.

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

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 Paired Passage?

Use the lower levers to reach the middle floors, exchange yellow and purple plate duties, then operate the upper red plate and pink lever for each other. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Paired Passage?

16 diamonds: 8 for Fireboy and 8 for Watergirl. None are required to finish. 16 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Paired Passage?

This room has no elemental pools.

What do the switches do in The Paired Passage?

Switch 1 (lower right): Controls Moving platform 1 and 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 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 3 (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 4 (lower center): Controls Moving platform 5 and Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (middle right): Controls Moving platform 5 and Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (lower left): Controls Moving platform 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (middle left): Controls Moving platform 8. 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 8 (upper right): Controls Moving platform 9. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.