Forest · LEVEL 7 · Verified walkthrough
Roll the middle stone first, then the upper-right stone, then the upper-left stone. Open the white exit gate and help Watergirl reach the white diamond.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.

| Campaign | The Forest Temple · 7 of 32 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional. |
| Hazards | 1 lava pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 1 lever, 1 moving platform, 4 rotating bars, 3 rolling stones |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. |
| Exits | Fireboy: lower center. Watergirl: lower right. |
Fireboy pushes the middle stone LEFT. Let it roll down onto the red pressure plate and open the red bridge. Keep the other two stones in place until this bridge is open.
Fireboy climbs back to the upper-right ledge and pushes its stone RIGHT. It rolls down the outside shaft, crosses the red bridge, and holds the green plate. Wait for the green bridge to open.
Watergirl reaches the upper-left stone from its left side and pushes it RIGHT. The open green bridge guides it onto the pink plate, raising the sliding gate.
Watergirl follows the outer-left stairs down to the bottom floor. Near the middle, jump UP and LEFT into the lever alcove, then walk past the lever. This opens the white exit gate.
Watergirl crosses the bottom floor to the right, passes the white gate, and climbs the sloping ledge outside the violet gate. Wait here while Fireboy reaches the matching plate above.
Fireboy circles the upper-right ledges, jumps across the goo to the dry left bank, and climbs the small step into the violet-switch alcove. Jump straight UP before steering onto the narrow step. Stand on the violet plate and keep it pressed.
Watergirl passes the violet gate, jumps over the low divider, and collects the white diamond. Jump UP before steering over the divider on the return trip, leave through the violet gate, and head to the blue exit. Fireboy must hold the plate until she is back through the gate.
Fireboy can now leave the plate. Cross the goo back to the right bank and climb the narrow ledges to the upper route. Cross his lava, descend the outer-left stairs, and follow the bottom floor to the red exit. Both matching doors and the white diamond are needed 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.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Rotating bar 1.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Rotating bar 3.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Rotating bar 4.
lower 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 Rotating bar 2.
lower center
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
lower 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 5.
Turns to its active angle while powered, then returns when power is released.
lower left
At least one of these inputs must be active: Switch 3.
Turns to its active angle while powered, then returns when power is released.
lower center
At least one of these inputs must be active: Switch 4.
Turns to its active angle while powered, then returns when power is released.
upper left
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
upper center
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
upper right
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
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 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.
Roll the middle stone first, then the upper-right stone, then the upper-left stone. Open the white exit gate and help Watergirl reach the white diamond. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.
1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.
1 orange lava pool (upper center) and 1 purple goo pool (middle right). 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.
Switch 1 (middle right): Controls Rotating bar 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower left): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower left): Controls Rotating bar 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Rotating bar 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower center): Controls Rotating bar 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.