Light · LEVEL 19 · Verified walkthrough
Watergirl opens the lower lever and returns by the outer-left ledges. Then both heroes use the lowered bridge and the upper-right staircase to reach their doors. This original dark room contains no 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.

| Campaign | The Light Temple · 19 of 41 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds. 0 marked diamonds required; 0 optional. |
| Hazards | 3 water pools, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 1 moving platform |
| 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. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Move each hero to the right side of the starting floor. Jump upward before steering right onto the small ledge above, then walk up its long slope to the middle roof. Fireboy waits there while Watergirl opens the route. Nearby heroes and the mechanism provide the light in this chamber.
Watergirl continues right across her safe blue pools, steps off the far-right platform into the bottom blue pool and walks left onto the dry floor. Touch the blue handle there. The small bridge high above moves down and stays lowered.
Watergirl walks left beneath the middle structure, jumps left onto the low block and jumps upward before steering left onto the taller block beside it. Step toward that block’s right edge, then walk left off it into the lower-left passage. Jump left over the small change in floor height and continue left onto the long slope.
Jump upward before steering right onto the outer ledge. From there, jump upward and steer left onto the tiny shelf above. Move a little farther left on that shelf, jump straight upward, then steer right onto the sloping roof above. Continue right to its flat top. These delayed turns clear the undersides of the ledges.
Jump right from that roof back into the starting bay. Use the same jump from the bay’s right edge onto the inner ledge, then walk up the slope to rejoin Fireboy. The blue bridge remains lowered after the lever visit.
For each hero, jump right from the middle roof onto the lowered bridge. Move near its right edge and jump to the small high platform farther right. Walk along the descending slope to the far-right bank. Jump straight upward before steering left onto the little tip above it.
From the tip, jump straight upward again before steering left around the stair corner. A further leftward jump reaches the broad upper roof. Walk left to the first green pool, jump across it onto the dry section, then jump across the second green pool. Both green pools must be cleared by both heroes.
Continue left down the slope to the lower door shelf. Fireboy walks into his door there. Watergirl jumps upward beside the right edge of the upper shelf before steering left onto it, then walks into her door. Either hero can take the complete upper 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.
lower center
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 1.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
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.
Watergirl opens the lower lever and returns by the outer-left ledges. Then both heroes use the lowered bridge and the upper-right staircase to reach their doors. This original dark room contains no 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.
0 diamonds: . None are required to finish.
3 blue water pools (middle center and lower right) and 2 purple goo pools (upper left and upper center). 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.
Switch 1 (lower center): Controls Moving platform 1. 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.