Forest · LEVEL 22 · Verified walkthrough

The Rising Airways

Trade the Pink and Green plates to move Fireboy down the upper passages, then bring Watergirl back up the right-hand lifts. Jump into the pulsing fans from their stone banks and collect every diamond before the final left-hand doors.

Level objective

Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Rising Airways, forest level 22: 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 · 22 of 32
Collectibles6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional.
HazardsNo elemental pools in this room.
Mechanisms2 plates, 5 moving platforms, 5 fans
Win conditionBring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower left. Watergirl: upper left.

Step-by-step walkthrough

  1. Send Watergirl to Pink

    From the middle starting ledge, move right to the little raised bank and jump into the left middle fan. Let the first rise subside, then steer left and drop through the far-left fan, collecting the low blue diamond. Wait until below the red doorway’s stone shelf before moving left onto the bottom Pink plate.

  2. Release Fireboy from the starting ledge

    With Pink held, Fireboy jumps right onto the moving bridge. Watergirl briefly leaves Pink so the bridge moves right, then returns to Pink. Fireboy can drop into the valley below the bridge, walk right to its raised bank, and jump straight up before steering right onto the high path. Collect the top red diamond.

  3. Take Watergirl to Green

    Watergirl leaves Pink and stands on the little stone point beside the bottom-left fan. Jump right into the fan as its upward pulse strengthens, then steer right onto the middle starting ledge. Jump from the raised bank into the left middle fan again and cross above the central pillar into the other middle fan for the blue diamond. Continue right past the next fan and descend to the bottom Green plate.

  4. Lower Fireboy through the paired lifts

    Keep Green held while Fireboy walks to the upper-right lift and rides it down. Move Fireboy left onto the small fixed shelf between the lifts. Watergirl steps off Green to raise both lifts; Fireboy moves right onto the lower lift. Watergirl holds Green again to lower him into the inner passage.

  5. Collect Fireboy’s inner diamond

    Fireboy leaves the lower lift to the left and jumps left onto the sloping stone island. Walk left off the island and continue along the inner ledge through the red diamond. Return right beneath the island, then drop from the passage’s far-right end onto the broad shelf below. Wait beside the hanging Pink gate.

  6. Open the middle gate

    Watergirl leaves Green, returns left to the stone point beside the lower fan, and jumps left into its strengthening pulse. Land on the raised bank beside the right middle fan, then jump left into that fan and cross over the pillar. Return to the middle starting ledge and repeat the deep leftward descent to Pink. Keep Pink held while Fireboy walks left through the opened gate and drops onto the red diamond’s ledge.

  7. Clear Fireboy’s lower fan passage

    Watergirl repeats her route from Pink through the left and middle fans to Green. With Green held, Fireboy jumps right from the middle red ledge into the far-right fan. Use the descending part of the jump to sink deep into the fan, then steer left once his head is below the lower stone shelf. Collect the bottom red diamond and move left onto Green.

  8. Bring Watergirl up the far-right fan

    Fireboy holds Green while Watergirl moves to the little stone bank beside the far-right fan. Jump right into a strengthening pulse, then steer left onto the sloping middle ledge. Move farther left to the flat red-diamond shelf so she will not slide back into the fan.

  9. Collect Fireboy’s middle diamonds

    Fireboy leaves Green and jumps from the stone bank into the lower middle fan, collecting its red diamond. Land on the raised bank beside the right middle fan, jump into its strengthening pulse, and cross left over the pillar into the other fan for the remaining red diamond. Return to the middle starting ledge, descend through the far-left fan and hold Pink again.

  10. Raise Watergirl into the inner passage

    With Pink held, Watergirl jumps straight up before steering right onto the broad shelf above her. Follow that shelf to its far-right rising tip, then jump straight up before steering left onto the high stone lip. Fireboy now steps off Pink, lowering the gate below Watergirl’s upper route. Walk left over the lowered gate through the blue diamond.

  11. Collect the high inner blue diamond

    Watergirl continues left along the inner ledge and makes a short jump through the blue diamond above it. Jump right onto the sloping stone island, walk over its crest and descend right onto the ledge beside the lower lift. Wait there while Fireboy returns to Green.

  12. Return Fireboy to Green

    From the bottom-left stone point, Fireboy jumps into the strengthening left fan and lands on the middle ledge. Use the raised bank and left middle fan to cross the central pillar again, then continue right and descend to Green.

  13. Lift Watergirl to the roof

    With Green held, Watergirl boards the lowered right-hand lift. Fireboy steps off Green to raise her, and she moves left onto the little fixed shelf between the lifts. Fireboy holds Green again to lower the upper lift beside her. Watergirl boards it; Fireboy steps off Green once more to raise her to the roof. Walk left along the top path through the final blue diamond.

  14. Open the last route beneath the bridge

    Fireboy returns from the bottom-right bank through the lower and middle fans to the left starting ledge, then descends to Pink once more. Watergirl walks left from the roof into the valley exposed by the moved bridge. Once she stands below it, Fireboy steps off Pink so the bridge moves back right above her.

  15. Climb back to Watergirl’s door

    Watergirl walks left under the bridge to the valley floor. Jump straight up before steering left onto the sloping starting wall, then jump up-left onto the original starting ledge. Wait beside the blue doorway while Fireboy prepares his final fan jump.

  16. Finish at both matching doors

    All diamonds should now be collected. Fireboy jumps from the stone point beside the bottom-left fan during its strengthening pulse, then steers left onto the red doorway’s shelf. Watergirl walks left into the blue door above him. 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 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, and Moving platform 3.

  • Switch 2

    lower left

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

    Controls Moving platform 4 and Moving platform 5.

  • Moving platform 1

    lower right

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

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

  • Moving platform 2

    upper right

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

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

  • Moving platform 3

    upper right

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

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

  • Moving platform 4

    upper left

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

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

  • Moving platform 5

    middle right

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

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

  • Fan 1

    lower left

    This fan runs without a switch.

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

  • Fan 2

    middle center

    This fan runs without a switch.

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

  • Fan 3

    middle center

    This fan runs without a switch.

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

  • Fan 4

    lower center

    This fan runs without a switch.

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

  • Fan 5

    lower right

    This fan runs without a switch.

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

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 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 Rising Airways?

Trade the Pink and Green plates to move Fireboy down the upper passages, then bring Watergirl back up the right-hand lifts. Jump into the pulsing fans from their stone banks and collect every diamond before the final left-hand doors. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Rising Airways?

12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Rising Airways?

This room has no elemental pools.

What do the switches do in The Rising Airways?

Switch 1 (lower right): Controls Moving platform 1, Moving platform 2, and Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower left): Controls Moving platform 4 and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.