Forest · LEVEL 17 · Verified walkthrough

The Five-Lever Labyrinth

Watergirl operates the upper controls while Fireboy climbs the left side, collects the white diamond, releases the exit, then returns through the right shaft.

Level objective

Collect all 1 ring-marked diamond, then 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 Five-Lever Labyrinth, forest level 17: 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 · 17 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, 11 moving platforms
Win conditionCollect all 1 ring-marked diamond, then 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.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Watergirl opens the first climb

    Watergirl walks LEFT from her upper starting shelf, passing GREEN and CYAN and stopping at RED. Leave all three ON. Fireboy moves slightly RIGHT from his starting point, jumps straight UP through the opening beside the lower-left shelf, then steers LEFT onto that shelf. Move to its left side and jump UP before steering RIGHT onto the next long floor.

  2. Open the middle-left passage

    Watergirl walks RIGHT to CYAN, turning it OFF. Fireboy crosses his floor RIGHT, stops in the opening beyond the upper shelf, jumps UP and steers LEFT onto the next floor. Walk LEFT and jump onto the short stone shelf below the white diamond. Stand on its flat left side while the lift moves.

  3. Lift Fireboy to the white diamond

    Watergirl uses CYAN to turn it ON and lower the left cyan lift. Fireboy jumps RIGHT onto it. Watergirl turns CYAN OFF to lift him. Fireboy walks LEFT to collect the required WHITE diamond, then returns to the cyan lift.

  4. Return below the central pillar

    Turn CYAN ON to lower Fireboy again. Watergirl walks RIGHT past GREEN, leaving GREEN OFF. Fireboy steps LEFT onto the flat short shelf. Watergirl returns to CYAN and turns it OFF. Fireboy can now walk RIGHT through the vacated opening and drop to the floor below.

  5. Ride the two green lifts in turn

    Watergirl returns to GREEN and leaves it OFF. Fireboy crosses RIGHT and jumps onto the lower green lift. Turn GREEN ON to raise him, then let him jump RIGHT onto the central stone shelf. Turn GREEN OFF to lower the upper lift beside him. Fireboy jumps LEFT onto that lift; turn GREEN ON again to raise him to the purple lever.

  6. Release the upper exit passage

    Fireboy walks LEFT past PURPLE, leaving it ON, then returns RIGHT onto the upper green lift. Turn GREEN OFF to lower him. He jumps RIGHT onto the central shelf, continues RIGHT and drops onto the long middle floor.

  7. Open the outer-right shaft

    Fireboy goes RIGHT off the middle floor, lands on the lower cyan lift, and walks RIGHT to YELLOW. Leave YELLOW ON to open the upper-right shaft. Return LEFT onto the cyan lift. Watergirl walks LEFT to CYAN, turning it ON and raising Fireboy.

  8. Climb around the right-hand overhang

    Fireboy jumps RIGHT onto the short shelf, then crosses LEFT over the raised cyan lift onto the long floor. Stop in the opening just LEFT of the upper-right stone ramp. Watergirl returns to GREEN and turns it ON to clear the horizontal barrier above him. Fireboy jumps straight UP, then steers RIGHT onto the upper-right walkway.

  9. Take the outside steps to the roof

    Fireboy follows the ramp toward the right wall, jumps LEFT onto the tiny projecting stone tip, then immediately jumps LEFT again onto the roof. Keep moving while on the sloped tip so he does not slide back.

  10. Reunite at the upper-left exits

    Fireboy walks LEFT across the upper control floor, jumps LEFT through the passage opened by PURPLE, and enters the orange door. Watergirl follows LEFT across the control floor and makes the same jump into the blue door. The white diamond is required; this room has no additional colored diamonds.

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

    upper 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

    upper 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 2 and Moving platform 3.

  • Switch 3

    upper 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 4, Moving platform 5, and Moving platform 6.

  • Switch 4

    upper 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 7, Moving platform 8, Moving platform 9, and Moving platform 10.

  • Switch 5

    middle 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 11.

  • Moving platform 1

    upper center

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

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

  • Moving platform 2

    lower left

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

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

  • Moving platform 3

    middle right

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

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

  • Moving platform 4

    upper left

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

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

  • Moving platform 5

    middle center

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

    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 3.

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

  • Moving platform 7

    middle center

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

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

  • Moving platform 8

    middle center

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

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

  • Moving platform 9

    lower center

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

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

  • Moving platform 10

    middle right

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

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

  • Moving platform 11

    upper right

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

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

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.

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 Five-Lever Labyrinth?

Watergirl operates the upper controls while Fireboy climbs the left side, collects the white diamond, releases the exit, then returns through the right shaft. Collect all 1 ring-marked diamond, then 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.

How many diamonds are required in The Five-Lever Labyrinth?

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

Which hazards are in The Five-Lever Labyrinth?

This room has no elemental pools.

What do the switches do in The Five-Lever Labyrinth?

Switch 1 (upper 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 (upper center): Controls Moving platform 2 and 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 (upper center): Controls Moving platform 4, Moving platform 5, and Moving platform 6. 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 (upper right): Controls Moving platform 7, Moving platform 8, Moving platform 9, and Moving platform 10. 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 (middle right): Controls Moving platform 11. 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.