Light · LEVEL 14 · Verified walkthrough

The Dark Updrafts

Watergirl lowers the right lift so Fireboy can switch on both fans. Each hero then circles down the right side, rides the two updrafts and crosses the inner roof to reach the left exits. This original dark room has no diamonds.

Level objective

Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.

The Dark Updrafts, light level 14: 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 · 14 of 41
Collectibles0 fire diamonds, 0 water diamonds. 0 marked diamonds required; 0 optional.
Hazards1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 1 plate, 1 moving platform, 2 fans
Win conditionBring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.
ExitsFireboy: lower left. Watergirl: lower left.

Step-by-step walkthrough

  1. Lower the right lift

    Move Watergirl along the starting roof and down its long right slope. Continue onto the green pressure plate on the lower right ledge, and keep her there while Fireboy climbs. The nearby heroes and powered mechanisms light the dark chamber.

  2. Reach the high lever

    Fireboy follows the upper route to the right. Jump onto the lift while Watergirl holds its plate, then use the right wall ledge and its higher tip to reach the platform above. Touch the purple lever on that platform. Both updrafts are now on and stay on after Watergirl leaves the plate.

  3. Descend around the right edge

    Watergirl jumps back left onto the inner ledge, then walks right across the plate ledge and the narrow lower bridge. Step off its far-right end onto the bottom floor. Fireboy can take his turn first instead: leave the lever platform to the right, drop onto the wall ledge, step left off it onto the lower bridge, then leave the bridge at its right edge.

  4. Reach the small island above the green pool

    From the bottom-right floor, jump left onto the long rising slope and walk up to its flat summit. Jump left into the dry bottom bay. From there, jump farther left onto the small floating island. Keep moving towards its centre to enter the first updraft; the green pool below is unsafe for both heroes.

  5. Use the first updraft

    Let the left fan carry you above the middle ledge on its right. Steer right out of the airflow and land on that ledge. Walk right along it until you enter the second updraft.

  6. Reach the inner roof

    Let the right fan lift you against the diagonal ceiling. Steer left while rising, following the sloping passage onto the flat inner roof. Walk left down that roof to its low left edge.

  7. Clear the left wall

    From the low edge, make a long leftward jump towards the outer wall. Keep holding left until you land on the small wall ledge above the exit chamber. Step left off that ledge into the narrow shaft, then drop onto the safe exit floor.

  8. Bring both heroes home

    Fireboy enters the left door; Watergirl walks right under the low roof to her blue door. Repeat the descent and both updrafts with the other hero. Either hero may complete the return route first.

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 Fan 1 and Fan 2.

  • Switch 2

    middle right

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

    Controls Moving platform 1.

  • Moving platform 1

    upper right

    At least one of these inputs must be active: Switch 2.

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

  • Fan 1

    lower center

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

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

  • Fan 2

    middle center

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

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

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 Dark Updrafts?

Watergirl lowers the right lift so Fireboy can switch on both fans. Each hero then circles down the right side, rides the two updrafts and crosses the inner roof to reach the left exits. This original dark room has no diamonds. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.

How many diamonds are required in The Dark Updrafts?

0 diamonds: . None are required to finish.

Which hazards are in The Dark Updrafts?

1 purple goo pool (lower left). 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 Dark Updrafts?

Switch 1 (upper right): Controls Fan 1 and Fan 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 2 (middle right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.