Light · LEVEL 20 · Verified walkthrough

The Counterweight Staircase

Watergirl opens three separate green shelves while Fireboy climbs the counterweight shaft. Move the heavy block onto the left deck, then deliver the two blocks to the exit plates.

Level objective

Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Counterweight Staircase, light level 20: 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 · 20 of 41
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 lava pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms5 plates, 3 levers, 10 moving platforms, 2 stone boxes
Win conditionBring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower left. Watergirl: lower right.

Step-by-step walkthrough

  1. Board the first counterweight

    Fireboy crosses the pink lever, walks right along his starting ledge and jumps onto the empty pulley deck. Watergirl climbs the upper-right shelves, collects the blue diamond above the long top floor, then descends around the right-hand ledges.

  2. Open the lowest green shelf

    Watergirl collects the blue diamonds on the right and stands on the green plate near the lower-left end of her chamber. Fireboy rises to the next left-hand ledge. Jump left for the red diamond, cross the blue lever, then return to the pulley.

  3. Collect the bottom blue diamonds

    Watergirl drops to the bottom-right floor and jumps for its blue diamond. Climb the small sloping ledge and the closed yellow exit gate to reach the blue diamond on the right. Return around the lower shelves.

  4. Open the middle green shelf

    Watergirl jumps back up the right-hand route and stands on the middle green plate. Fireboy rises again, jumps left for the next red diamond, crosses the orange lever and returns to the counterweight.

  5. Reach the highest left ledge

    Watergirl jumps left from the middle route, clears the lava pool and presses the upper green plate. Fireboy jumps left onto the highest shelf, uses the heavy block to collect the red diamond above it and jumps towards the upper-left diamond.

  6. Reverse the counterweight

    Fireboy pushes the heavy block right onto his pulley deck. Watergirl returns to the middle green plate and then the lowest green plate, allowing the heavy block to descend past both shelves. The light block rises on the opposite deck.

  7. Deliver the light block

    Watergirl climbs back to the long upper floor. Jump left onto the raised light block, move to its left side and push it right onto the yellow plate. This opens the lower-right exit gate. Leave the block on the plate.

  8. Deliver the heavy block

    Fireboy rides down beside the heavy block, then pushes it right through the low bottom passage. Collect the last red diamond and leave the heavy block on the purple plate. Hop back across the pulley and the small floor step to reach the red exit.

  9. Descend to the blue exit

    Watergirl returns left from the yellow plate, jumps onto the small roof above the block and walks around its right side. Descend the right-hand shelves, cross the lava with a jump, then drop around the middle and bottom ledges. Walk through the open yellow gate to the blue door. Either player may enter 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

    lower center

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

    Controls Moving platform 1.

  • 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 2.

  • Switch 3

    middle center

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

    Controls Moving platform 3.

  • Switch 4

    lower center

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

    Controls Moving platform 7.

  • Switch 5

    upper right

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

    Controls Moving platform 8.

  • Switch 6

    lower left

    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 7

    middle left

    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 5.

  • Switch 8

    middle left

    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 6.

  • Moving platform 1

    lower center

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

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

  • Moving platform 2

    middle center

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

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

  • Moving platform 3

    middle 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

    middle left

    At least one of these inputs must be active: Switch 6.

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

  • Moving platform 5

    middle left

    At least one of these inputs must be active: Switch 7.

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

  • Moving platform 6

    upper left

    At least one of these inputs must be active: Switch 8.

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

  • Moving platform 7

    lower left

    At least one of these inputs must be active: Switch 4.

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

  • Moving platform 8

    lower right

    At least one of these inputs must be active: Switch 5.

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

  • Moving platform 9

    lower left

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 10

    middle center

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • 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

    upper left

    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.

A pulley is moving the wrong way

Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.

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 Counterweight Staircase?

Watergirl opens three separate green shelves while Fireboy climbs the counterweight shaft. Move the heavy block onto the left deck, then deliver the two blocks to the exit plates. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Counterweight Staircase?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Counterweight Staircase?

1 orange lava pool (middle right). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Counterweight Staircase?

Switch 1 (lower center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle center): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Moving platform 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (upper right): Controls Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (lower left): 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 7 (middle left): Controls Moving platform 5. 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 8 (middle left): Controls Moving platform 6. 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.