Light · LEVEL 18 · Verified walkthrough
Fireboy takes the upper circuit and Watergirl takes the lower one. Cross the first goo basin, use the hanging plank, then drop around the right side and follow the lower path back to your exit.
Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Light Temple · 18 of 41 |
|---|---|
| Collectibles | 7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional. |
| Hazards | 8 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 hanging planks |
| Win condition | Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: middle left. Watergirl: lower left. |
Each hero starts at the LEFT of a separate circuit. Walk down the slope and jump RIGHT across the first purple basin. Collect the diamond over the basin and the one above the broad crest beyond it. Purple goo is dangerous to both heroes.
Follow the crest down to its right-hand tip. Jump RIGHT onto the hanging plank above the long goo basin, collecting the next diamond during the jump. Walk carefully toward the plank’s right side for the fourth diamond. The plank tilts and swings under your weight: keep moving toward your next jump rather than waiting at its edge.
Jump RIGHT off the plank onto the dry rising slope. Jump RIGHT again to clear the steep crest, then continue beyond the far-right tip. Wait to land on the return floor below, and walk LEFT for the diamond near that corner. Fireboy has five orange diamonds and Watergirl has five blue diamonds.
Continue LEFT until you are just beside the small goo basin on the right side of the central raised hump. Jump LEFT over that basin onto the top of the hump. This jump collects the matching diamond above the basin.
Move toward the hump’s left edge and jump LEFT over the second small goo basin. Collect the last matching diamond above it, then continue left to the foot of the final ramp. Each hero now has all seven matching diamonds.
Jump LEFT onto the sloping ramp, continue left off its outer tip and drop into the exit chamber. Fireboy uses the upper orange door and Watergirl uses the lower blue door. Either can finish first; both matching exits complete the room. All fourteen diamonds are optional. If you fall onto safe ground after a missed jump, return beside the ledge tip before trying again; restart for a perfect clear if an upper diamond is left behind.
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
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
lower right
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
Fireboy takes the upper circuit and Watergirl takes the lower one. Cross the first goo basin, use the hanging plank, then drop around the right side and follow the lower path back to your exit. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.
8 purple goo pools (upper left, upper center, middle left, middle center, lower left, and lower center). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
There are no levers or pressure plates in this room. Each hero can follow their own route, but both matching exits are still needed to finish.