Forest · LEVEL 31 · Verified walkthrough
Collect all fourteen diamonds through the two upper loops, open the Yellow passage, then use the paired Green plates to pass the final rotating gate together.
Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Forest Temple · 31 of 32 |
|---|---|
| Collectibles | 7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional. |
| Hazards | 4 lava pools, 4 water pools, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 levers, 2 plates, 2 moving platforms, 1 rotating bar |
| Win condition | Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower right. Watergirl: lower right. |
Jump right from the starting shelf onto the sloping roof, then jump for the red diamond above it. Return left off that roof onto the next shelf to collect its red diamond.
Walk right off the shelf into the middle chamber. Jump onto its raised right side and collect the red diamond there. Return left, jumping the two water patches via the dry island between them. The second jump collects the red above the wider pool. Continue left through the Purple lever.
Retrace the water jumps to the dry right bank. Jump to the raised middle floor. From its left edge, jump upward before steering left onto the pointed end of the shelf above. Walk left across the lava to the low stone step, then jump up and right onto the sloping roof.
Follow the roof right and jump to the top of the tall central divider. Continue right off it for the last upper red diamond, then descend left along the diagonal passage. Wait on the central sloping shelf above Yellow.
Leave the starting shelf to the right. From the right ledge, jump left to the long upper shelf and collect its blue diamond. Walk right off that shelf into the water pool, then follow the dry slope left to the blue diamond above the lower pointed ledge.
Return to the upper water pool. Jump straight upward before steering left onto the long shelf. Move left and jump across the short upright wall to the central diagonal passage. Descend left for its blue diamond.
Climb back up the diagonal passage and jump over the short wall to the right shelf. Drop through the upper water pool again and follow the slope left off its pointed end. Step right down onto the middle floor, then jump right across the small lava patch. Continue right, drop onto the small stone shelf and walk left off it to the Yellow lever. Move fully clear of the lever to its left and jump for the blue diamond there.
Yellow has moved its bridge right. Fireboy walks right off the central shelf into the opened passage, then walks left beneath the sloping divider. Jump left across the lower water pool and continue into the lava for its red diamond.
Jump right from beside Yellow onto the tip of the small shelf above, walk to its middle and jump up-left to the next ledge. Head left and jump over the lava. Jump onto the low wall on the left, then jump back right onto the pointed upper ledge. Follow it to the upper water pool, jump up-left onto the long shelf and repeat the left jump across the upright wall. Descend left along the central diagonal, then move right into the open Yellow passage for its blue diamond.
From the central passage, Watergirl walks left beneath the sloping divider and into the lower water pool to collect its blue diamond.
Fireboy leaves the lower lava shelf at its far-left end and drops to the bottom corridor. Walk right to the first shadow pool, jump over it and collect the red diamond on the dry middle island. Watergirl jumps left over the lower lava pool, follows the same far-left descent, then jumps the first shadow pool and walks across the middle island for its blue diamond. All fourteen diamonds are now collected.
From the right side of the middle island, each hero jumps over the second shadow pool. Fireboy stands on the left Green plate and waits for the gate to rotate fully open. Watergirl walks beneath it, stops just before her blue door and jumps across the doorway to reach the far-right Green plate. Keep her on that plate.
With Watergirl holding the far-right plate, Fireboy walks beneath the open gate and stops just before his red door. Watergirl can now leave her plate and wait just to the right of her blue door. Fireboy walks right into the red door and Watergirl walks left into the blue door; 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 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 Moving platform 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 2.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Rotating bar 1.
lower right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Rotating bar 1.
middle center
At least one of these inputs must be active: Switch 1.
When powered, it moves left; when power is released, it returns.
lower center
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 and Switch 4.
Turns to its active angle while powered, then returns when power is released.
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.
Collect all fourteen diamonds through the two upper loops, open the Yellow passage, then use the paired Green plates to pass the final rotating gate together. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.
4 orange lava pools (middle left, middle right, lower right, and lower left), 4 blue water pools (middle right, middle left, and lower center), and 2 purple goo pools (lower left and lower center). 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.
Switch 1 (middle left): 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 2 (lower right): Controls Moving platform 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 center): Controls Rotating bar 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower right): Controls Rotating bar 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.