Forest · LEVEL 4 · Verified walkthrough

The Counterweight Chamber

Use the stone block to raise Fireboy, then keep Watergirl on the upper-right plate until he opens the exit route.

Level objective

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.

The Counterweight Chamber, forest level 4: 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 · 4 of 32
Collectibles6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional.
Hazards1 lava pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 plate, 1 lever, 2 gates, 2 moving platforms, 1 stone box
Win conditionBring 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.
ExitsFireboy: lower left. Watergirl: lower left.

Step-by-step walkthrough

  1. Load the hanging lift

    Fireboy starts at the bottom left: jump left onto the hanging platform. Watergirl starts at the top right: push the square stone block LEFT onto the other hanging platform, then step back onto the dry right ledge. The heavier block lowers that side and raises Fireboy.

  2. Send Fireboy up the middle

    As his lift rises, Fireboy jumps right onto the left walkway. Cross the orange lava, then jump up the two central steps to the highest middle ledge. Keep him there while Watergirl opens the upper gate.

  3. Reach the upper-right purple plate

    Watergirl jumps left into the lift shaft and rides down, collecting the two blue shaft diamonds. Leave the shaft to the right, jump onto the small ledge by the right wall, then jump UP before steering left onto the purple plate above. Stay on the plate.

  4. Open the exit gate

    With Watergirl holding the plate, Fireboy jumps left from the highest middle ledge onto the upper walkway. Continue left through the raised gate and walk past the yellow lever. This opens the lower-left exit passage. Jump left once more for the high orange diamond above the shaft.

  5. Bring Fireboy down through the diamonds

    Return right across the orange pool and climb the central steps again. Drop onto the small ledge just right of the highest middle ledge. Jump left through the orange diamond to the middle shelf, then descend right to the lower island. Jump left to the lowest central island for the last orange diamond, then jump left into the red-door alcove.

  6. Bring Watergirl down the right side

    After Fireboy has finished using the upper gate, Watergirl can leave the purple plate. Drop around the right ends of the ledges, collecting the blue diamond near the wall and the one above the lower-right steps.

  7. Cross above the goo and meet at the exits

    Watergirl jumps left onto the low right island, then left again through the blue diamond above the middle gap. Use the small central island to jump left into the blue-door alcove. Stay above the long purple goo pool. Both heroes must be at their own doors to finish.

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 right

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

    Controls Gate 1.

  • Switch 2

    upper 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 Gate 2.

  • Gate 1

    upper left

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

    Opens the passage while its circuit is active. Wait until your partner is safely through before releasing a pressure plate.

  • Gate 2

    lower left

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

    Opens the passage while its circuit is active. Wait until your partner is safely through before releasing a pressure plate.

  • Moving platform 1

    lower 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.

  • Moving platform 2

    upper right

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Stone box 1

    upper 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.

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.

A pulley is moving the wrong way

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.

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 Counterweight Chamber?

Use the stone block to raise Fireboy, then keep Watergirl on the upper-right plate until he opens the exit route. 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.

How many diamonds are required in The Counterweight Chamber?

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 Counterweight Chamber?

1 orange lava pool (middle left) and 1 purple goo pool (lower center). Fireboy can enter orange lava; Watergirl 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 Counterweight Chamber?

Switch 1 (middle right): Controls Gate 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (upper left): Controls Gate 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.