Light · LEVEL 14 · Verified walkthrough
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.

| Campaign | The Light Temple · 14 of 41 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds. 0 marked diamonds required; 0 optional. |
| Hazards | 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 1 plate, 1 moving platform, 2 fans |
| Win condition | 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. |
| Exits | Fireboy: lower left. Watergirl: lower left. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls 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.
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.
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.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
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.
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.
0 diamonds: . None are required to finish.
1 purple goo pool (lower left). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
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.