Light · LEVEL 22 · Verified walkthrough

The Three Counterweights

Release the first two counterweights while Watergirl boards the third pair. The weighted middle deck presses green and slides a small shelf into her climbing route.

Level objective

Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Three Counterweights, light level 22: 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 · 22 of 41
Collectibles3 fire diamonds, 3 water diamonds. 0 marked diamonds required; 6 optional.
HazardsNo elemental pools in this room.
Mechanisms1 plate, 2 levers, 10 moving platforms, 3 stone boxes
Win conditionBring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle center. Watergirl: upper right.

Step-by-step walkthrough

  1. Release the yellow shelf

    Fireboy walks left to the yellow lever, then returns right along the lower slope. Jump onto the empty pulley deck in the narrow shaft to the right of the starting floor. The heavy block lowers its partner and lifts Fireboy past the first red diamond.

  2. Reach the purple lever

    When the first deck reaches the middle opening, step right onto the next empty pulley deck. Jump right into the chamber with the purple lever. Jump for the red diamond, then walk across the lever to release the second weight and open Watergirl’s lower passage.

  3. Move both players promptly

    Fireboy returns left and jumps onto the middle pulley. At the same time, Watergirl leaves the starting pocket through the purple opening and drops right to the bottom floor. Jump straight up beneath her lowest blue diamond.

  4. Board the last empty deck

    Watergirl approaches the right-hand slope, jumps onto the lower stone shelf and immediately jumps onto the empty third pulley deck. Board before the opposite weight raises it out of reach. Fireboy stays on the middle pulley while it rises.

  5. Let the weights settle

    The middle weight presses green through its pulley deck, moving the small green shelf left. Watergirl’s deck rises past the next blue diamond. Wait until both pulleys have stopped against the measured stone ledges.

  6. Reach Fireboy’s upper room

    Fireboy jumps upward before steering right from the raised middle pulley. Jump right again around the narrow corner, then walk towards the red door. Collect the red diamond while dropping onto its ledge.

  7. Climb the green and purple shelves

    Watergirl jumps right onto the green shelf. Jump upward first, then steer right onto the tall stone column. Jump back left onto the purple shelf for the final blue diamond.

  8. Enter the two exits

    Watergirl jumps right from purple onto the sloped upper ledge, then right again to her blue door. Fireboy enters the red door in his separate upper chamber. Either hero may finish first; keep the three counterweights on their decks.

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

    middle right

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

    Controls Moving platform 4.

  • Switch 2

    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 1.

  • Switch 3

    middle 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 2 and Moving platform 3.

  • Moving platform 1

    upper left

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

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

  • Moving platform 2

    upper right

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

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

  • Moving platform 3

    lower 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 right

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

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

  • Moving platform 5

    upper 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 6

    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 7

    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.

  • Moving platform 8

    upper right

    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 9

    lower right

    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 right

    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 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.

  • Stone box 2

    upper right

    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 3

    middle right

    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 Three Counterweights?

Release the first two counterweights while Watergirl boards the third pair. The weighted middle deck presses green and slides a small shelf into her climbing route. Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Three Counterweights?

6 diamonds: 3 for Fireboy and 3 for Watergirl. None are required to finish. 6 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Three Counterweights?

This room has no elemental pools.

What do the switches do in The Three Counterweights?

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