Forest · LEVEL 19 · Verified walkthrough

The Suspended Circuit

Use both hanging planks to carry Watergirl down the upper staircase, then trade the two Red plates to move Fireboy through the paired lifts. Push the original rolling weight into the bottom Cyan plate only after Watergirl has returned for her last diamond.

Level objective

Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Suspended Circuit, forest level 19: 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 · 19 of 32
Collectibles7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional.
Hazards3 water pools, 4 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 6 moving platforms, 2 hanging planks, 1 rolling stone
Win conditionBring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower center. Watergirl: lower center.

Step-by-step walkthrough

  1. Collect Fireboy’s upper-right diamond

    Fireboy walks right off his starting roof onto the upper lift, then left into the small chamber for the red diamond. Return to the lift. Jump straight up before steering left onto the sloping roof edge, then jump left onto the starting roof.

  2. Hold the upper Red plate

    Fireboy jumps left across the poison pool, collects the red diamond above the upper path and walks left onto the Red plate. Keep it held while Watergirl follows the upper staircase.

  3. Cross the first hanging plank

    Watergirl walks right down the starting slope and jumps onto the first hanging plank above the poison pool. Jump right onto the bank beyond it for the blue diamond. Walk across her water pool to the next raised bank and collect the next blue diamond.

  4. Cross the second hanging plank

    Watergirl jumps right onto the second hanging plank, then right onto the next bank for another blue diamond. Cross her next water pool and walk right off the end of the staircase to the lower zigzag path.

  5. Reach the bottom Red plate

    Watergirl follows the zigzag left through its blue diamond. Continue left across her lower water pool and drop from its left end onto the roof above the doors. Walk right along this narrow roof, then descend its right end to the bottom floor. Collect both low blue diamonds and stand on the bottom-right Red plate.

  6. Lower Fireboy to the fixed right shelf

    Fireboy leaves the upper plate, returns right across the poison pool and boards the raised upper-right lift. Watergirl steps left off the bottom plate to lower him. Fireboy moves left onto the small fixed shelf between the two lifts.

  7. Bring Fireboy below the right lifts

    Watergirl returns to Red, raising the lower lift beside Fireboy. He boards it; she steps off Red to lower it again. Fireboy moves left onto the dry bank beside the water pool. Watergirl holds Red again to raise both lifts, and Fireboy walks right into the cleared shaft, dropping onto the lower zigzag path.

  8. Collect Fireboy’s middle diamonds

    Fireboy follows the zigzag left through its two red diamonds. At the raised bank on the left, jump up-left onto the higher middle ledge and collect its red diamond. Walk left to the bank beside the poison pool, jump left across the pool and continue to the lower left lift.

  9. Raise Fireboy to the weight shelf

    Fireboy stands near the left edge of the lower lift. Watergirl steps off Red to raise it. Fireboy moves left onto the fixed shelf beside the rolling weight, stopping to the weight’s right.

  10. Reach the upper-left red diamonds

    Watergirl holds Red again to lower the upper lift. Fireboy boards its left edge, where the sloping ceiling has room above him. Watergirl steps off Red to raise him. Walk Fireboy left through both red diamonds, then return to the lift’s left edge.

  11. Push the weight into its lower chute

    Watergirl holds Red to lower Fireboy beside the weight shelf. Fireboy moves left onto the shelf and pushes the weight off its left edge. Follow it down onto the sloping bank beside the Yellow plate, but wait off Yellow. The weight should stop on the closed bridge below.

  12. Bring Watergirl back for the last diamond

    Watergirl leaves Red and walks left along the bottom floor. Jump left up the sloping right end of the door roof. Walk left along that roof, then jump up-right onto the water shelf from its open left edge. Return right to the raised bank and jump left onto the higher middle ledge. Cross left over the poison pool, then drop from the ledge’s left end onto the lower shelf and walk right through the final blue diamond.

  13. Let the weight hold Cyan

    All fourteen diamonds should now be collected. Fireboy walks right onto Yellow. The bridge below moves aside, allowing the rolling weight to fall onto the bottom-left Cyan plate. Wait for the Cyan gate beside the exits to rise.

  14. Approach the final doors from the left

    Fireboy leaves Yellow to the right and drops onto the lower shelf, then walks off its left end to the bottom floor. Watergirl follows the same descent. Use short jumps to cross the little stone point and the low square step, then walk through the gate held open by the weight.

  15. Finish at both matching doors

    Fireboy enters the red doorway and Watergirl enters the blue doorway beside it. Either hero may enter first; leave the rolling weight on Cyan.

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 center

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

    Controls Moving platform 1, Moving platform 2, Moving platform 3, and Moving platform 4.

  • Switch 2

    lower right

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

    Controls Moving platform 1, Moving platform 2, Moving platform 3, and Moving platform 4.

  • Switch 3

    lower left

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

    Controls Moving platform 5.

  • Switch 4

    middle left

    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

    middle left

    At least one of these inputs must be active: Switch 1 and Switch 2.

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

  • Moving platform 2

    middle left

    At least one of these inputs must be active: Switch 1 and Switch 2.

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

  • Moving platform 3

    middle right

    At least one of these inputs must be active: Switch 1 and Switch 2.

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

  • Moving platform 4

    middle right

    At least one of these inputs must be active: Switch 1 and Switch 2.

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

  • Moving platform 5

    lower center

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

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

  • Moving platform 6

    lower left

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

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

  • Hanging plank 1

    upper center

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Hanging plank 2

    middle right

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Rolling stone 1

    middle left

    Push from the side to start it rolling. Slopes and gravity then guide its motion.

    A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.

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 Suspended Circuit?

Use both hanging planks to carry Watergirl down the upper staircase, then trade the two Red plates to move Fireboy through the paired lifts. Push the original rolling weight into the bottom Cyan plate only after Watergirl has returned for her last diamond. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Suspended Circuit?

14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Suspended Circuit?

3 blue water pools (middle center, middle right, and lower center) and 4 purple goo pools (upper right, upper left, and middle center). 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.

What do the switches do in The Suspended Circuit?

Switch 1 (upper center): Controls Moving platform 1, Moving platform 2, Moving platform 3, and Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower right): Controls Moving platform 1, Moving platform 2, Moving platform 3, and Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower left): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle left): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.