Light · LEVEL 13 · Verified walkthrough
Arrange the three movable mirrors along the bottom floor, turn both colored levers on and send the light through the upper receiver. Collect all eight diamonds, then return together to the upper-left doors.
Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Light Temple · 13 of 41 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 2 levers, 1 moving platform, 3 stone boxes |
| Win condition | Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Watergirl walks right off her starting island and drops to the bottom. Jump left onto the small stone step, then push the nearby movable mirror left. Leave its centre beneath the orange mirror housing above it, with the reflective face rising from lower left to upper right.
Fireboy jumps right from his starting ledge, crosses the small middle island and drops into the stone bowl. Collect the red diamond. Jump straight up before steering right onto the bowl’s rim, then drop left onto the bottom floor.
Fireboy jumps upward before steering right onto the low central mound. Jump again onto the narrow centre pillar between the two mirrors. Push the left mirror off the mound to the left, then wait beside it.
Watergirl jumps right from the small bottom step and pushes that mirror back toward Fireboy. It belongs beneath the fixed mirror in the middle of the room, with its reflective face falling from upper left to lower right. Use small pushes; the beam must reach its face after rising from the left mirror.
Watergirl climbs the middle mirror, the mound and its narrow centre pillar. Push the remaining mirror off the mound to the right. Fireboy then jumps over it, walks right and collects the lowest red diamond. Watergirl follows and gives the mirror a short push left from its right-hand side. Leave it beneath the yellow-controlled housing above, with its reflective face rising from lower left to upper right.
Watergirl walks to the bottom-right wall, jumps left onto the ledge above and collects its blue diamond. Drop right from that ledge. Climb back over the right mirror, jump across the centre pillar and return left to her starting island. Fireboy follows. Fireboy jumps left through the middle red diamond onto the left mirror. Watergirl follows, drops left to the bottom and jumps through the far-left blue diamond.
Watergirl climbs the left mirror, returns to her starting island and jumps left onto the orange lever’s ledge. Fireboy follows. Leave the orange lever on after both have crossed it; use Interact while beside it if another crossing has switched it off.
Fireboy walks left up the slope, jumps straight upward before steering onto the stone steps and climbs right to the orange mirror housing. Jump onto the starting ledge, then across the small middle ledges. Drop onto the yellow mirror housing, wait until grounded and jump straight upward before steering right onto the upper-right walkway. Cross the yellow lever and jump through the red diamond above it. Leave the lever on.
The beam should rise from the bottom-left mirror, turn right through the orange housing, drop from the fixed middle mirror, then cross the bottom to the right mirror. It rises to the yellow housing, travels around the two far-right mirrors and returns through the middle housing to the receiver near the ceiling. When the receiver stays lit, the platform below the exits lowers. If the beam misses a face or receiver, make small pushes to the movable mirrors and check the path again.
Watergirl follows Fireboy’s climb from the orange lever to the middle ledges. Walk into the middle blue diamond, landing on the island below. Jump upward before steering left back onto the small middle ledge. Cross right to the yellow mirror housing, wait until grounded and climb the upper-right walkway. Jump left onto the floating high platform, then left through the last blue diamond.
Watergirl jumps back onto the middle ledge, then up onto the fixed middle mirror. Jump left across the starting ledge, the orange mirror housing and the descending stone steps. Fireboy leaves the yellow lever, climbs the upper-right walkway and jumps left over the high platform to the middle. Follow the same route left.
From the second-lowest left step, jump straight upward before steering left onto the ledge below the lowered platform. Move to its left side. Jump straight up before steering right onto the sloping exit walkway, then walk up to its flat landing. Wait on the flat stone so neither hero slides back down.
Fireboy enters the red door and Watergirl the blue door. Either hero can go first. Both must reach their own doorway, with all eight diamonds collected, to finish the room.
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.
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.
This switch has no connected device in the current room.
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.
This switch has no connected device in the current room.
upper left
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
lower center
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.
lower center
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.
lower center
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.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
Arrange the three movable mirrors along the bottom floor, turn both colored levers on and send the light through the upper receiver. Collect all eight diamonds, then return together to the upper-left doors. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (lower left): This switch has no connected device in the current room. 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 2 (upper right): This switch has no connected device in the current room. 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.