Forest · LEVEL 20 · Verified walkthrough

The Wind and Weight Puzzle

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.

Level objective

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.

The Wind and Weight Puzzle, forest level 20: 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 · 20 of 32
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
HazardsNo elemental pools in this room.
Mechanisms6 plates, 2 levers, 8 moving platforms, 1 fan, 3 rolling stones
Win conditionCollect 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.
ExitsFireboy: lower center. Watergirl: lower right.

Step-by-step walkthrough

  1. Separate at the starting roof

    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.

  2. Hold Red above the fan

    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.

  3. Return Watergirl around the outside

    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.

  4. Switch on Cyan

    With Fireboy still holding Red, Watergirl walks right from Purple through the Cyan lever. Leave it on to start the central fan.

  5. Bring Watergirl back to Pink

    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.

  6. Collect the white diamond in the fan

    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.

  7. Release Fireboy from 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.

  8. Take both heroes to the lower chamber

    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.

  9. Put the centre-left weight on Yellow

    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.

  10. Send the second weight to lower Purple

    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.

  11. Release the far-left weight

    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.

  12. Return to the right-hand shaft

    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.

  13. Enter the matching doors

    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.

How this room’s mechanisms work

  • Switch 1

    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.

  • Switch 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.

  • Switch 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.

  • Switch 4

    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.

  • Switch 5

    middle left

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

    Controls Moving platform 5.

  • Switch 6

    lower left

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

    Controls Moving platform 6.

  • Switch 7

    lower left

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

    Controls Moving platform 7.

  • Switch 8

    lower center

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

    Controls Moving platform 8.

  • Moving platform 1

    middle center

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

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

  • Moving platform 2

    middle center

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

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

  • Moving platform 3

    middle left

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

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

  • Moving platform 4

    middle 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 5

    middle left

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

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

  • Moving platform 6

    lower left

    At least one of these inputs must be active: Switch 6.

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

  • Moving platform 7

    lower left

    At least one of these inputs must be active: Switch 7.

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

  • Moving platform 8

    lower right

    At least one of these inputs must be active: Switch 8.

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

  • Fan 1

    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.

  • Rolling stone 1

    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.

  • Rolling stone 2

    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.

  • Rolling stone 3

    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.

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.

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 Wind and Weight Puzzle?

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.

How many diamonds are required in The Wind and Weight Puzzle?

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

Which hazards are in The Wind and Weight Puzzle?

This room has no elemental pools.

What do the switches do in The Wind and Weight Puzzle?

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.