Light · LEVEL 15 · Verified walkthrough

The Twin Balances

Use the fan to cross the lower goo, trade places on the two weighted planks, and leave the blocks holding their switches while you collect all eight diamonds.

Level objective

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.

The Twin Balances, light level 15: 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 · 15 of 41
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 2 plates, 4 moving platforms, 1 fan, 2 hanging planks, 2 stone boxes
Win conditionBring 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.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Send Watergirl across first

    From the starting ledge, move right toward the fan and jump across the goo. Land on the left end of the lower balance and walk toward its middle. Jump upward before steering left onto the ledge above, then jump left onto the right end of the upper balance. Walk to its central pivot and wait there.

  2. Collect Fireboy’s left diamond

    Fireboy follows the same fan jump and climbs the two balances. From the right side of the upper balance, jump left toward the pivot and walk along its left arm for the red diamond. Return to the pivot while Watergirl stays nearby.

  3. Leave the middle block on green

    Fireboy jumps right along the upper balance, then onto the middle walkway. Push the block right onto the green floor switch and leave it there. It holds open the upper-left passage and moves the lower-right panel. The upper block also holds its orange switch once it settles.

  4. Collect the high red diamond

    Fireboy moves just beyond the right edge of the short shelf overhead. Jump straight up before steering left onto that shelf, then walk left for its red diamond. Wait there while Watergirl takes her first trip to the right.

  5. Collect Watergirl’s middle and lower diamonds

    Watergirl jumps from the upper balance onto the middle walkway. Jump beside the green-switch block for the blue diamond overhead. Use the block and sloping ledge to cross right. Drop down beside the right wall, move left onto the lower balance, then return right and drop through the open lower-right passage for the low blue diamond.

  6. Trade the counterweight position

    Fireboy walks off the right edge of his high shelf, drops to the middle walkway and then moves left onto the right arm of the upper balance. Stay there to hold that arm down. Watergirl jumps up from the bottom-right floor onto the sloping step and lower balance. Walk toward its pivot, jump up and left onto the ledge above, then jump left onto the upper balance beside Fireboy. Watergirl now stays on its right arm.

  7. Collect the remaining reds and open the exit route

    Fireboy jumps back to the middle walkway and crosses the right-hand ledges. Drop down by the right wall for the red diamond, then pass through the open lower-right gap. Walk left on the bottom-right floor and jump for the low red diamond. Continue left across the pink lever to open the upper-left exit approach. Return right, climb the two balances and take over Watergirl’s counterweight position.

  8. Reach the top blue diamond

    Watergirl returns to the middle walkway and crosses the right-hand ledges again. From the shelf below the upper-right corner, jump upward before steering right onto the small wall shelf. Jump up and left onto the top water basin, then walk left through the water for the last blue diamond. Fireboy waits on the upper balance throughout.

  9. Bring Watergirl back to the upper balance

    Walk right out of the basin and drop to the shelf below. Move left to its edge, jump up and left onto the sloping ledge, then jump left toward the green-switch block. Move left past the green-switch block, drop onto the middle walkway, then walk off its left edge to Fireboy on the upper balance. All eight diamonds should now be collected.

  10. Finish with either hero first

    Keep one hero on the right arm while the other walks left across the upper balance. From its raised left end, jump left onto the stone shelf, then jump right through the open passage onto the exit walkway. Enter the matching door. The remaining hero walks to the balance’s pivot, jumps left to its tip before it sinks, then takes the same two jumps to the other door.

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

    lower 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 4.

  • 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 and Moving platform 2.

  • Switch 3

    upper right

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

    Controls Moving platform 3.

  • Moving platform 1

    upper left

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

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

  • Moving platform 2

    lower right

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

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

  • Moving platform 3

    upper center

    At least one of these inputs must be active: Switch 3.

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

  • Moving platform 4

    upper left

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

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

  • Fan 1

    lower left

    This fan runs without a switch.

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

  • Hanging plank 1

    middle center

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Hanging plank 2

    lower right

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Stone box 1

    upper 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.

  • Stone box 2

    middle 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.

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 Twin Balances?

Use the fan to cross the lower goo, trade places on the two weighted planks, and leave the blocks holding their switches while you collect all eight diamonds. 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.

How many diamonds are required in The Twin Balances?

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 Twin Balances?

1 blue water pool (upper right) and 1 purple goo pool (lower left). Watergirl can enter blue water; Fireboy must avoid it. 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 Twin Balances?

Switch 1 (lower right): Controls Moving platform 4. 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 and Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.