Forest · LEVEL 23 · Verified walkthrough

The Three Locked Passages

Keep Fireboy on the starting roof while Watergirl holds Pink, then exchange the Cyan passage and Green lever. Watergirl must return to Pink once more to free Fireboy from the white-diamond chamber.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.

The Three Locked Passages, forest level 23: 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 · 23 of 32
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards1 lava pool, 5 water pools, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 1 lever, 3 moving platforms
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.
ExitsFireboy: middle right. Watergirl: lower right.

Step-by-step walkthrough

  1. Send Watergirl down the left side

    Leave Fireboy at the original starting position. Watergirl walks off the left of the starting roof, then follows the small left ledge down to the shelf with the water pool. Follow that shelf right and descend to the lower central-left ledge.

  2. Climb to the Pink plate

    Watergirl returns left and drops into the bottom water pool. From its left bank, jump onto the little left step, jump straight up before steering right onto the next shelf, then jump right onto the Pink plate. Stay on it to slide open the white-diamond chamber.

  3. Take Fireboy across the upper roofs

    Fireboy follows the sloped starting roof right, then jumps across the two small floating roof pieces above the goo. Land on the upper-right roof. Jump across its water pool to the far-right bank, then jump back left onto the lower shelf and across its next water pool.

  4. Collect the white diamond and hold Cyan

    Fireboy descends through the small lava pool, then jumps left onto the central pointed shelf. Drop from its right edge, jump left onto the lower central step and descend through the opening held by Pink. Walk left to collect the white diamond, then return right and stand on the Cyan plate.

  5. Bring Watergirl back to the starting roof

    Watergirl leaves Pink on the left and drops to the little left step. Jump right onto the pointed central-left ledge, climb its rising path to the narrow pillar, and jump left onto the original middle shelf. Follow it left, then use the two left-hand steps to climb back onto the starting roof. Fireboy stays on Cyan.

  6. Reach the Cyan passage from the right

    Watergirl follows the same floating-roof route across the top and steps down the right-hand shelves. Jump across the small lava pool instead of walking through it. Descend on its right, then jump left to the central pointed shelf. Walk left through the passage that Fireboy is holding open.

  7. Lower Cyan before jumping to Green

    Keep Watergirl on the floor immediately left of the Cyan panel. Fireboy steps left off his plate, allowing the panel to lower completely. Watergirl jumps straight up before steering right onto the shelf with the Green handle. Walk through it once to lower the Green barrier on the bottom-right route.

  8. Return Watergirl through Cyan

    Watergirl steps off the Green shelf to the left. Fireboy returns to the Cyan plate and waits for the passage to open. Watergirl walks right through it, drops from the central pointed shelf and jumps across the bottom goo to the dry right bank.

  9. Return to Pink to rescue Fireboy

    Fireboy cannot leave the white chamber while Pink is released. Watergirl jumps back left across the bottom goo and climbs the lower central steps. Cross the closed Pink panel and jump left onto the white chamber’s roof. Continue left through the bottom water pool and climb the left steps back onto Pink. Hold it again.

  10. Bring Fireboy to the upper-right shelf

    Fireboy jumps out of the white chamber onto the two central steps. Drop to the bottom route, jump across the goo, then jump straight up before steering right onto the shelf above the Green passage. Move onto its flat far-right end and wait there, below and to the right of the red exit.

  11. Bring Watergirl around one last time

    Watergirl leaves Pink and repeats her route back up the central-left pillar to the starting roof. Cross the floating roofs, descend the right shelves, jump over the small lava pool and return through the central pointed shelf to the bottom goo. Cross the goo and wait on the right bank beside the open Green passage.

  12. Enter both matching doors

    With the white diamond collected and Green still open, Fireboy jumps left from the far-right shelf onto the red exit’s platform. Watergirl walks right through the open Green passage and drops into the blue exit. Either hero 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 left

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

    Controls Moving platform 1.

  • Switch 2

    lower center

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

    Controls Moving platform 2.

  • 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 Moving platform 3.

  • Moving platform 1

    lower center

    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

    middle center

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

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

  • Moving platform 3

    lower right

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

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

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 Three Locked Passages?

Keep Fireboy on the starting roof while Watergirl holds Pink, then exchange the Cyan passage and Green lever. Watergirl must return to Pink once more to free Fireboy from the white-diamond chamber. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle right 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 Three Locked Passages?

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

Which hazards are in The Three Locked Passages?

1 orange lava pool (middle center), 5 blue water pools (upper right, middle right, middle left, and lower left), and 2 purple goo pools (upper center and lower 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.

What do the switches do in The Three Locked Passages?

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