Forest · LEVEL 21 · Verified walkthrough

The Wind and Counterweight

Switch the right fan off, bring Fireboy to the low pulley, and use Watergirl to load the original crate onto its partner. Collect the inner diamonds during the ascent, then stop the crosswind and finish at the separated doors.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Wind and Counterweight, forest level 21: 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 · 21 of 32
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
HazardsNo elemental pools in this room.
Mechanisms3 levers, 2 moving platforms, 3 fans, 1 stone box
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: lower left.

Step-by-step walkthrough

  1. Turn off the right-hand fan

    Watergirl leaves her starting shelf to the right, drops onto the low fan platform and returns left down the outer stone steps. Walk right through the bottom blue diamond to the Pink lever. Its light should turn off, stopping the far-right fan.

  2. Bring Fireboy down the right side

    Fireboy walks left from his starting shelf, then right through the stopped fan to collect its red diamond. On the lower shelf, walk left and jump straight up for the next red diamond. Move right off that shelf, then continue around the far-right end of the next stone ledge to reach the bottom floor.

  3. Start the left fan and board the pulley

    Walk Fireboy left past the Yellow lever so its light turns on. From beside it, jump left onto the low hanging platform. Stay aboard while Watergirl climbs back up the left side.

  4. Collect Watergirl’s two upper diamonds

    Watergirl returns left to the outer step beside the fan. Jump up onto the small sloping bank, then jump right into the active fan for the middle blue diamond. Steer left onto the upper stone shelf. Jump straight up before steering right onto the top shelf and collect the high blue diamond.

  5. Reach the original crate

    Watergirl walks right off the top shelf onto the broad middle ledge. Move to its right edge and jump right onto the shelf with the crate. Keep the crate ahead of her; it is the counterweight for Fireboy’s platform.

  6. Load the other pulley

    Push the crate right off its starting shelf onto the left hanging platform. Watergirl should stop on the starting shelf as the crate falls. The crate’s weight lowers that platform and raises Fireboy’s platform on the right.

  7. Collect Fireboy’s inner red diamond

    As Fireboy rises beside the lower inner stone ledge, walk right off the pulley onto that ledge and through the red diamond. Jump left back toward the rising platform. Release the sideways control once above its right edge so it catches him without pushing him against the stone column.

  8. Collect Watergirl’s central diamond

    Watergirl walks right from the crate shelf and lands on the crate as it rides the left pulley. Collect the blue diamond above the crate. Step left off the crate and platform, dropping through the next blue diamond to the bottom floor.

  9. Stop the crosswind

    Watergirl walks left past the bottom Purple lever. Its light should turn off. Fireboy’s platform may be held against the underside of the stone column until he moves left; the crate should remain aboard the opposite platform.

  10. Finish Fireboy’s ascent

    Move Fireboy left toward the middle of his platform to clear the column. Let the counterweight lift him the rest of the way. Jump straight up through the red diamond above the raised platform.

  11. Reach the top red path

    Fireboy walks right onto the stone column beside the platform. Jump straight up before steering left onto the upper beam. Walk left through the remaining red diamond. All ten diamonds should now be collected.

  12. Enter both matching doors

    Fireboy continues left along the upper beam to the red door. Watergirl walks left along the bottom floor to the blue door. Either hero may 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

    lower left

    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 2

    lower 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 Fan 2.

  • Switch 3

    lower left

    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 3.

  • Moving platform 1

    middle center

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 2

    lower center

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Fan 1

    middle right

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

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

  • Fan 2

    middle left

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

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

  • Fan 3

    upper right

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

    The air current pushes left. Stay in the stream until you can move onto a dry landing.

  • Stone box 1

    upper center

    Walk against its side to push it along its supporting surface.

    A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.

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 pulley is moving the wrong way

Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.

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 Counterweight?

Switch the right fan off, bring Fireboy to the low pulley, and use Watergirl to load the original crate onto its partner. Collect the inner diamonds during the ascent, then stop the crosswind and finish at the separated doors. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Wind and Counterweight?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Wind and Counterweight?

This room has no elemental pools.

What do the switches do in The Wind and Counterweight?

Switch 1 (lower left): 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 2 (lower right): Controls Fan 2. 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 3 (lower left): Controls Fan 3. 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.