Forest · LEVEL 20 · Verified walkthrough
Use the outer steps to share the upper switches, collect the white diamond in the fan, then send three rolling weights to the lower plates and reach both doors through the right-hand shaft.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.

| Campaign | The Forest Temple · 20 of 32 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 6 plates, 2 levers, 8 moving platforms, 1 fan, 3 rolling stones |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. |
| Exits | Fireboy: lower center. Watergirl: lower right. |
Fireboy walks left off the roof and drops onto the upper Purple bridge. Watergirl walks right off the roof, drops to the right-hand bank and stands on Pink. Keep her on the plate while Fireboy crosses the centre.
Fireboy walks right across the upper-left ledge, drops into the fan chamber and jumps right twice to reach the higher right-hand floor. Stand on Red, above and to the left of Watergirl’s Pink plate.
Watergirl leaves Pink to the right. Jump up the alternating steps along the right wall, then left onto the starting roof. Cross the roof left, jump onto the far-left roof and drop around its outer edge to the lower left bank. Walk right onto the lower Purple plate.
With Fireboy still holding Red, Watergirl walks right from Purple through the Cyan lever. Leave it on to start the central fan.
Watergirl returns left, then climbs the alternating ledges along the left wall to the roof. Jump right onto the starting roof, cross it and drop around the far-right edge again. Return left along the right bank and hold Pink.
Fireboy leaves Red to the left and enters the centre of the fan. Let the wind carry him up to the white diamond. Watergirl then leaves Pink to the left and passes the Green lever. As the pink rods descend, Fireboy steers left out of the fan onto the upper ledge, then walks left onto the Purple bridge.
Watergirl drops through the Green opening, then jumps back right to the lever bank. Return around the right-hand outer steps and across the roof once more. Drop around the far-left edge and stand on the lower Purple plate. The upper Purple bridge moves right, letting Fireboy drop to the lower left bank.
One at a time, climb the left outer steps, cross the roof and drop around the right edge. Walk left past Green and jump left towards its opening. If Green has closed after crossing the lever, walk away and back or use the lever while nearby to leave it on. Bring both heroes through the opening onto the lower right-hand floor.
Watergirl drops left into the shallow middle trough and jumps left onto the shelf with two balls. Approach the left ball from its right side and keep moving left until it rolls into the lower Yellow pocket. Let it settle on the plate.
Move Watergirl right towards the remaining centre ball and push it onto the slope. The ball rolls back left and drops into the lower Purple pocket, extending the second bridge in the bottom passage. The upper and lower Purple plates control different bridges.
Watergirl jumps left onto the remaining ball’s shelf and pushes the ball left off its edge. Wait while it rolls around the lower channel, over the two extended bridges and onto Cyan near the exits. The channel is for the ball; the heroes return above it.
Watergirl walks right along the ball shelf, jumps right into the middle trough, then jumps right twice to climb back onto the lower right floor. With the last weight holding Cyan, the far-right panel has moved left and the shaft is open.
Both heroes walk to the far-right end and drop through the open shaft. Walk left along the bottom floor. Watergirl enters the blue door. Fireboy jumps left from the blue-door bank onto the higher red-door ledge. Either character can enter first.
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.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1 and Moving platform 2.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
middle 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 Fan 1.
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 4.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls 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.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 8.
middle center
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 4.
When powered, it moves left; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 5.
When powered, it moves right; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 6.
When powered, it moves right; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 7.
When powered, it moves right; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 8.
When powered, it moves left; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 3.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
lower 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.
lower 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.
lower center
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.
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.
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 outer steps to share the upper switches, collect the white diamond in the fan, then send three rolling weights to the lower plates and reach both doors through the right-hand shaft. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.
1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.
This room has no elemental pools.
Switch 1 (middle right): Controls Moving platform 1 and Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle center): Controls Fan 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 4 (middle right): 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 5 (middle left): Controls Moving platform 5. 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 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (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 8 (lower center): Controls Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.