Light · LEVEL 12 · Verified walkthrough

The Split Beam Gallery

Watergirl tours the right-hand galleries and opens the bottom gates. Use the original optical dial to exchange the two right-hand lifts, then send Fireboy up the same route for the red diamonds and door.

Level objective

Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Split Beam Gallery, light level 12: 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 Light Temple · 12 of 41
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 5 moving platforms
Win conditionBring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper right. Watergirl: lower left.

Step-by-step walkthrough

  1. Learn the three dial settings

    Drag the knob on the long track in the bottom-left chamber. About two-thirds of the way along powers the blue receiver beside the middle passage and raises its small gate. About 38% powers the high blue receiver and raises the lower right-hand lift. About 29% powers the yellow receiver and lowers the upper lift. The centre setting leaves all three receivers off. Aim by watching the receiver light and wait for the platform to move.

  2. Collect the lowest blue diamond

    Watergirl starts in the bottom-right chamber. Move to its left edge and climb the narrow steps with successive upward jumps, steering left after rising clear of each face. Jump left over the last ridge for the blue diamond beside the central wall. Drop back down to her starting chamber. Fireboy can stay in his chamber and operate the dial.

  3. Cross the green pool from the right

    Watergirl walks right and climbs the two ledges beside the outer wall, jumping upwards before steering onto each one. Walk left along the high dry bank, then jump left across the green pool. Continue up the slope to the small blue gate.

  4. Enter the middle gallery

    Set the dial near two-thirds to raise the gate. Watergirl walks left beneath it onto the short sloping bank. Restore the dial to its centre setting. Stay on the left side while the gate lowers, then jump upwards and steer right onto the middle shelf above it.

  5. Collect the right-hand blue diamond

    Watergirl walks right to the lower lift. Set the dial near 38% to raise it. Jump from the raised lift for the blue diamond, then step left onto the narrow stone ledge beside the lifts.

  6. Exchange the two lifts

    With Watergirl safely on the stone ledge, set the dial near 29%. The lower lift descends and the upper lift comes down to the ledge. Walk right onto the upper lift, then restore the centre setting to ride it up. Walk left off the lift, down the sloping upper gallery and towards the blue diamond near the left wall. Jump for that diamond.

  7. Open the bottom gates

    From the upper gallery’s left slope, jump upwards and steer right onto the short stone lip overhead. Make a second upward jump onto the shelf with the green lever. Watergirl touches the lever to open both bottom gates. Fireboy can now jump for the red diamond above his starting chamber.

  8. Bring Watergirl back down

    Watergirl walks left off the lever shelf and its short lip, landing on the gallery below. Walk right to the upper lift. Use the yellow setting to ride down, step left onto the stone ledge and restore the centre setting. Walk right off the ledge and land on the lower lift below, then follow the middle shelf left.

  9. Return through the middle gate

    Leave the dial centred while Watergirl walks left across the top of the lowered small gate to the sloping bank. Raise that gate with the two-thirds setting, then walk right beneath it and down the slope. Jump right over the green pool. Descend around the far-right edge to the bottom chamber.

  10. Finish the blue collection

    Climb the same small steps on the bottom chamber’s left side, then walk off their left edge and descend beside the central wall. Continue left through the opened bottom gate, jumping over the small stone ridge beneath it. Jump for the final blue diamond in Fireboy’s starting chamber.

  11. Clear the dial before Fireboy leaves

    Move Watergirl to the right side of the dial track. Fireboy jumps over the knob from the open part of the chamber and lands to its right. With both heroes clear of the knob’s path, drag it fully left. Fireboy crosses the opened right-hand gate, jumps its floor ridge and climbs the two small outer steps. Cross the high ridge and drop into the bottom-right chamber. Jump for its red diamond. Watergirl can jump past the knob and wait just to the left of its track.

  12. Take Fireboy through the galleries

    Climb the far-right ledges again. Before crossing the green pool, raise the small blue gate. Jump left over the pool and walk beneath the gate. Keep pressing left on the sloping bank while the dial returns to centre, then jump up and right onto the middle shelf. Walk to the lower lift and jump for the red diamond above it. Repeat the blue lift rise, stone-ledge transfer, yellow lift descent and neutral lift rise used by Watergirl.

  13. Collect the high red diamond and restore green

    Follow the upper gallery left and jump onto the short lip beneath the lever shelf. Jump up and right for the highest red diamond. Landing beside the lever switches the bottom gates off; make another upward jump and land beside it again to restore green. Wait until both bottom gates have fully opened.

  14. Use either exit order

    Fireboy walks right from the lever shelf to the red door. Watergirl jumps left over the small ridge beneath her opened gate and walks into the blue door. Either hero can enter first once all eight diamonds are collected and the gates are fully open.

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

    upper 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 1 and Moving platform 2.

  • Moving platform 1

    lower left

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

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

  • Moving platform 2

    lower center

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

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

  • Moving platform 3

    upper right

    No switch is connected to this mechanism.

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

  • Moving platform 4

    middle right

    No switch is connected to this mechanism.

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

  • Moving platform 5

    middle center

    No switch is connected to this mechanism.

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

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.

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 Split Beam Gallery?

Watergirl tours the right-hand galleries and opens the bottom gates. Use the original optical dial to exchange the two right-hand lifts, then send Fireboy up the same route for the red diamonds and door. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Split Beam Gallery?

8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Split Beam Gallery?

1 purple goo pool (lower right). 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 Split Beam Gallery?

Switch 1 (upper right): Controls Moving platform 1 and 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.