Forest · LEVEL 30 · Verified walkthrough
Use Watergirl’s two pressure plates to open Fireboy’s route. Carry the right crate onto the pulley, unload both counterweights onto stone, and open Purple before returning together through the lower passage.
Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Forest Temple · 30 of 32 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 2 lava pools, 3 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 1 lever, 3 moving platforms, 2 rotating bars, 2 stone boxes |
| Win condition | Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower left. Watergirl: middle left. |
Send Watergirl left through the long blue pool and Fireboy right through the long red pool. Each takes the two matching diamonds. Watergirl drops around the left end of the starting bridge into the blue pool below; Fireboy drops around its right end into the lower red pool. Collect those two diamonds too.
Watergirl walks right off the left pool shelf onto the crate on the left pulley. Jump right from the crate to the middle shelf and collect the blue diamond above Green. Stay on Green until Fireboy has passed the upper rotating gate.
Fireboy walks left off his red pool shelf onto the right pulley, then walks right along the broad middle floor. Green holds the upright gate horizontal so he can pass beneath it and collect the far-right red diamond. All eight diamonds should now be collected.
At the far-right edge, jump up and left onto the crate shelf. Land to the right of the crate. Push it left off that shelf, drop down after it, and keep pushing left along the middle floor onto the right pulley. Board beside it. Their combined weight lowers this side and raises the left crate.
Watergirl leaves Green and jumps left onto the right side of the raised left pulley. Push its crate left onto the stone shelf beside it. Stop once stone supports the crate; keep its original size and use the real platform beneath it.
Watergirl jumps back right onto the Green shelf, then walks right and drops onto Yellow. Stay there to turn the lower-right gate horizontal. Fireboy pushes his crate left off the lowered right pulley onto the stone below, then returns to the right end of the empty platform. Both crates must be off the rope before Watergirl’s return.
Fireboy jumps right from the pulley onto the bank. Move close to the water’s left edge before jumping right across the whole pool. The low ceiling limits the jump, so take off from the bank edge. Walk beneath the horizontal Yellow gate and drop right to the Purple lever.
Walk Fireboy through Purple to raise the gate in the lower-left passage. Leave it on. Return left to the wall beside the lever, jump up close to that wall and steer left onto the pool’s right bank.
Fireboy waits just left of the Yellow gate, using small directional corrections to stay on the sloping bank. Watergirl jumps left off Yellow onto the middle shelf. Once the gate has returned upright behind Fireboy, the horizontal beam no longer blocks his takeoff; jump left across the water.
Fireboy returns to the right pulley, jumps left over the unloaded crate, and drops to the bottom floor. Walk left beneath the raised Purple gate. Beside the far-left wall, jump almost straight up onto its small sloping upper corner, then wait outside the red door.
Watergirl moves to the left end of the middle shelf and jumps onto the empty left pulley. Her weight lowers it. When it reaches the low stop, jump right over the adjacent stone edge and drop to the bottom floor. Follow Fireboy left through Purple and use the same wall-corner jump.
Fireboy walks left to the red door. Watergirl moves onto the red-door floor without entering a matching door, then jumps up and right onto the higher blue-door shelf. Either matching door may be entered 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
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Rotating bar 1.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Rotating bar 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 Moving platform 3.
middle left
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
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.
lower left
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 1.
Turns to its active angle while powered, then returns when power is released.
lower right
At least one of these inputs must be active: Switch 2.
Turns to its active angle while powered, then returns when power is released.
middle left
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.
middle right
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.
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.
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.
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.
Use Watergirl’s two pressure plates to open Fireboy’s route. Carry the right crate onto the pulley, unload both counterweights onto stone, and open Purple before returning together through the lower passage. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (upper right and middle right) and 3 blue water pools (upper left, middle left, and lower right). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle center): Controls Rotating bar 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle center): Controls Rotating bar 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower right): 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.