Forest · LEVEL 19 · Verified walkthrough
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.

| Campaign | The Forest Temple · 19 of 32 |
|---|---|
| Collectibles | 7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional. |
| Hazards | 3 water pools, 4 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 6 moving platforms, 2 hanging planks, 1 rolling stone |
| Win condition | 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. |
| Exits | Fireboy: lower center. Watergirl: lower center. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 6.
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.
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.
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.
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.
lower center
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 4.
When powered, it moves right; when power is released, it returns.
upper center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
middle right
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
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.
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 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.
14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.
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.
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.