Forest · LEVEL 15 · Verified walkthrough
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.

| Campaign | The Forest Temple · 15 of 32 |
|---|---|
| Collectibles | 8 fire diamonds, 8 water diamonds. 0 marked diamonds required; 16 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 4 levers, 4 plates, 9 moving platforms |
| Win condition | 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. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 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.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 9.
lower center
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
lower 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 4 and Switch 5.
When powered, it moves right; when power is released, it returns.
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.
middle center
At least one of these inputs must be active: Switch 6.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 7.
When powered, it moves left; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 8.
When powered, it moves right; when power is released, it returns.
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.
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.
16 diamonds: 8 for Fireboy and 8 for Watergirl. None are required to finish. 16 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
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.