Forest · LEVEL 8 · Verified walkthrough

The Rolling Weights

Push the lower stone before the upper stone, then send Watergirl left and Fireboy right through their safe pools to open the two exit gates.

Level objective

Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Rolling Weights, forest level 8: 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 · 8 of 32
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards3 lava pools, 3 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 2 levers, 3 gates, 1 moving platform, 2 rolling stones
Win conditionBring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle left. Watergirl: middle center.

Step-by-step walkthrough

  1. Reach the lower stone first

    Fireboy jumps across the gap after the starting ledge and follows the top path right. Walk through orange lava and jump over blue water. Near the right end, step DOWN the two short ledges and push the LOWER stone RIGHT into its chute.

  2. Wait for the bridge, then roll the upper stone

    Fireboy returns left up the two short steps. Wait for the first stone to hold the purple plate and shift the bridge left. Jump right across the upper gap, then push the UPPER stone RIGHT into the outside shaft. It reaches the white plate and opens the white passage. Jump onto the far upper-right step for its orange diamond.

  3. Collect the upper diamonds and descend on the left

    Fireboy returns left across the top route. Watergirl follows that route right for its two blue diamonds, jumping over orange lava, then returns left too. Both heroes drop below the starting ledge and follow the outer-left steps downward. Collect the blue diamond by the wall and the orange diamond beside the steps.

  4. Cross the middle and drop down on the right

    Both heroes climb the central crest and cross the now-open white passage to the blue diamond on the right. Drop around the RIGHT end of this middle ledge onto the short stairs below. Jump LEFT from the lower step onto the broad central ledge, collecting the floating orange diamond.

  5. Watergirl opens the green gate

    Watergirl goes LEFT through her blue pool, collecting its diamond, then drops around the far LEFT end to the bottom green lever. Walk past it to open the green exit gate. Return via the small left-wall step: jump RIGHT back onto the blue-pool ledge and walk right to the central ledge.

  6. Fireboy opens the red gate

    Fireboy goes RIGHT through his orange basin and drops around its RIGHT end to the bottom lava. Collect the deep orange diamond, then walk LEFT to the red lever. Walk past it to open the red exit gate. Return right, jump onto the small right-wall step, then jump LEFT onto the orange basin above.

  7. Meet again on the lower central ledge

    Fireboy walks to the left edge of the orange basin, below the overhead shelf, then jumps LEFT onto the broad central ledge. Check for all ten diamonds if you want a perfect clear. Both heroes now use the short steps on the RIGHT to climb back toward the middle.

  8. Climb beside the upper shelf

    From the broad central ledge, each hero jumps RIGHT onto the lower step and RIGHT again onto the higher step. Stand beside the upper shelf and jump straight UP. Near the top of the jump, steer LEFT onto the shelf. Jumping left too early hits its underside.

  9. Return to the two exit alcoves

    Both heroes walk LEFT along the middle shelf to the central crest. Fireboy jumps LEFT through the open green passage into the red-door alcove. Watergirl jumps RIGHT through the open red passage into the blue-door alcove. The first hero waits at their door until the teammate arrives.

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

    lower right

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

    Controls Moving platform 1.

  • Switch 2

    lower right

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

    Controls Gate 1.

  • Switch 3

    lower 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.

  • Switch 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 Gate 3.

  • Gate 1

    middle center

    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.

  • Gate 2

    upper center

    At least one of these inputs must be active: Switch 3.

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

  • Gate 3

    upper center

    At least one of these inputs must be active: Switch 4.

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

  • Moving platform 1

    lower right

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

    When powered, it moves left; when power is released, it returns.

  • Rolling stone 1

    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.

  • Rolling stone 2

    middle 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.

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.

You missed a moving platform

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.

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 Rolling Weights?

Push the lower stone before the upper stone, then send Watergirl left and Fireboy right through their safe pools to open the two exit gates. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Rolling Weights?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Rolling Weights?

3 orange lava pools (upper center and lower center) and 3 blue water pools (upper left, upper center, and lower left). 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.

What do the switches do in The Rolling Weights?

Switch 1 (lower right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower right): Controls Gate 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower 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. Switch 4 (lower center): Controls Gate 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.