Forest · LEVEL 25 · Verified walkthrough
Watergirl stops the upper crosswind. Fireboy crosses the hanging platform and holds the high Green plate while Watergirl opens the lower exit passage, then both return along the left-hand shelves.
Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Forest Temple · 25 of 32 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 levers, 1 plate, 2 moving platforms, 1 fan, 1 hanging plank |
| Win condition | Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower left. Watergirl: lower left. |
Move each hero left along the starting platform through their matching diamond. Keep Fireboy above while Watergirl steps off the left end to the walkway below.
Watergirl follows the walkway left across the water, up the slope and through her high blue diamond. Step left off the small high shelf and descend to the little stone step below. Walk right into the Pink lever’s chamber to turn the crosswind off.
Fireboy steps off the starting platform’s left end and walks right through his red diamond beneath it. Watergirl leaves the Pink chamber from its left side: jump straight up before steering left onto the little step, then jump straight up before steering right onto the high shelf. Return across the water and follow Fireboy through the blue diamond in the stopped wind corridor.
Take each hero right beyond the walkway’s end onto the next shelf, then step off its right tip. Let the sloping ledges guide them down. Fireboy collects the higher red diamond. Move Watergirl beneath it through the lower blue diamond and wait on the broad right-hand ledge.
Fireboy walks to the left tip of the broad right-hand ledge and jumps left onto the chain platform. Walk towards its left end. The platform moves and tilts under his weight, so keep the landing surface in view.
As the left end rises, jump up-left to the red diamond beneath the switch chamber, then steer back right to land on the hanging platform. Take a short run left and jump across the purple goo to the low stone bank on the far left. Jump while the platform still supports Fireboy.
From the low bank, move to its left edge. Jump straight up before steering left onto the sloping shelf, then jump farther left onto the broad bank. From the clear right-hand side of that bank, jump up-right to the shelf with the red diamond.
Fireboy jumps back left onto the middle ledge. Jump straight up before steering right onto the higher red-diamond shelf. Jump up-left to the highest platform and stand on the Green plate. Keep Fireboy there to raise the lower-right gate.
Watergirl steps left off the broad right-hand ledge to the dry bottom bank. Walk right through the raised Green gate and across the Purple lever. This moves the lower-left bridge right, opening the drop to the doors. Return left through the gate to the dry bank.
Watergirl jumps straight up before steering right onto the broad ledge again, then jumps left onto the hanging platform. Walk towards its left end and jump across to the low left bank, collecting the high blue diamond along the way. Climb the bank’s right-hand point if needed after landing.
Watergirl moves to the low bank’s left edge, jumps straight up before steering left onto the sloping shelf, then jumps left onto the broad bank for the remaining blue diamond. Fireboy can now leave Green: descend right from the top platform, left from the next shelf and right from the middle ledge to rejoin her on the broad bank.
With all diamonds collected, take one hero at a time off the broad bank’s right edge to the low stone bank, then step left into the opening made by the Purple bridge. Fireboy walks left into the red door; Watergirl lands in the blue doorway. Either 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 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.
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 Moving platform 1.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
lower left
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 1.
The air current pushes left. Stay in the stream until you can move onto a dry landing.
lower center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
Watergirl stops the upper crosswind. Fireboy crosses the hanging platform and holds the high Green plate while Watergirl opens the lower exit passage, then both return along the left-hand shelves. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.
1 blue water pool (middle center) and 1 purple goo pool (lower center). 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.
Switch 1 (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 2 (lower right): Controls Moving platform 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 3 (upper left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.