Light · LEVEL 10 · Verified walkthrough
Fireboy descends along three zigzag ridges while Watergirl climbs them in reverse. Use the outer ledge tips to change floors and collect the high diamonds before moving on.
Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Light Temple · 10 of 41 |
|---|---|
| Collectibles | 8 fire diamonds, 8 water diamonds. 0 marked diamonds required; 16 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | No interactive mechanisms |
| Win condition | Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower right. Watergirl: upper left. |
Fireboy starts at the upper LEFT. Follow the jagged ridge RIGHT for the first orange diamond. Jump across the small central notch, then jump right again from the next crest to collect the high orange diamond. Continue to the far-right tip.
Walk off the far-right tip and wait for Fireboy to land on the ridge below. Head LEFT across the full middle ridge, collecting three orange diamonds: near the right slope, in the middle dip and near the left crest.
Walk off the far-left end and let Fireboy land on the next ridge. Follow it RIGHT through its dips and crests, collecting the three remaining orange diamonds. All eight orange diamonds should now be collected.
Continue to the far-right end, drop to the bottom floor, then move LEFT into the nearby orange exit. Fireboy can wait there while Watergirl climbs; either hero may complete their route first.
Watergirl starts at the bottom RIGHT. Walk right up the outer bank. Jump straight UP beside the overhanging tip, then steer LEFT near the top of the jump to land above it. Follow the ridge left through the first two blue diamonds, jumping in the central dip if needed to reach the higher diamond.
Continue LEFT along the ridge for the next blue diamond. At the outer-left slope, jump straight UP beside the next ledge tip and steer RIGHT once you are high enough to land on it. Moving inward too early can hit the underside.
Follow the middle ridge RIGHT. Collect the blue diamonds near the left crest, the central dip and the right-hand notch. Use a vertical jump beneath either higher diamond if needed, and land before continuing.
At the outer-right slope, jump UP beside the top ridge and steer LEFT near the peak. Follow the upper ridge LEFT, collecting its two blue diamonds with vertical jumps when needed. All eight blue diamonds should now be collected.
Continue LEFT along the top ridge and enter the blue door near the starting shelf. Both matching exits complete the room; all sixteen diamonds are optional for completion. If a climb fails, land on the lower ridge, return beside the outer tip and try the upward-then-inward jump again.
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.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
Fireboy descends along three zigzag ridges while Watergirl climbs them in reverse. Use the outer ledge tips to change floors and collect the high diamonds before moving on. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.
16 diamonds: 8 for Fireboy and 8 for Watergirl. None are required to finish. 16 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
There are no levers or pressure plates in this room. Each hero can follow their own route, but both matching exits are still needed to finish.