Forest · LEVEL 2 · Verified walkthrough
Use the separate elemental lanes, hold the central gate for each other, cross the hanging planks, and extend the upper bridge to the exits.
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 · 2 of 32 |
|---|---|
| Collectibles | 8 fire diamonds, 8 water diamonds. 0 marked diamonds required; 16 optional. |
| Hazards | 2 lava pools, 2 water pools, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 1 gate, 1 moving platform, 2 hanging planks |
| 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. |
Head right from the starting floor. At the first pair of pools, Fireboy uses the lower orange lane and Watergirl jumps onto the raised blue lane. At the second pair, Watergirl uses the lower blue lane and Fireboy jumps onto the raised orange lane. Collect the matching diamonds in each lane.
Continue right, jump up the outer steps, then jump LEFT onto the return corridor. Head left along this corridor, collecting the matching diamonds.
Fireboy stops on the pale pressure plate near the right end of the corridor. Watergirl crosses the open middle gate and stands on the pale plate at the far-left end. With Watergirl holding that plate, Fireboy can leave the right plate and cross left. A hero alone cannot leave the first plate and keep this gate open.
From the left end of the corridor, jump left onto the wall step and then right into the chamber above. Jump onto the first hanging plank, balance across it, and jump right onto the central dry ledge. Collect the two diamonds above the central mound.
Move right and jump onto the second hanging plank, then right again onto the dry ledge. Both planks respond to the weight and position of their rider. Stay above the purple goo, which is dangerous to both heroes.
Climb the two right-hand steps, turn left onto the upper route, and approach the green pressure plate. One hero holds this plate while the other crosses the extended bridge toward the left exits. Collect the two diamonds over the bridge on the way.
The first hero stands on the green plate on the left side, keeping the bridge extended while the second hero crosses. Then enter the matching orange and blue doors at the upper left. There are sixteen optional diamonds for a perfect clear.
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 left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Gate 1.
lower right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Gate 1.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
middle center
At least one of these inputs must be active: Switch 1 and Switch 2.
Opens the passage while its circuit is active. Wait until your partner is safely through before releasing a pressure plate.
upper center
At least one of these inputs must be active: Switch 3 and Switch 4.
When powered, it moves left; when power is released, it returns.
middle 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.
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 separate elemental lanes, hold the central gate for each other, cross the hanging planks, and extend the upper bridge to the exits. 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.
2 orange lava pools (lower left and lower right), 2 blue water pools (lower right and lower left), and 2 purple goo pools (middle left and middle right). Fireboy can enter orange lava; Watergirl must avoid it. 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 (lower left): Controls Gate 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower right): Controls Gate 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper left): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (upper right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.