Light · LEVEL 23 · Verified walkthrough

The Seven Mirror Chamber

Build the two mirror stacks to reach both upper diamond pockets. Move the last mirror left to open the lever passage, then send it right onto the pressure plate before returning to the doors.

Page updated

Level objective

Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Seven Mirror Chamber, light level 23: 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 · 23 of 41
Collectibles4 fire diamonds, 5 water diamonds. 0 marked diamonds required; 9 optional.
HazardsNo elemental pools in this room.
Mechanisms1 lever, 1 plate, 6 moving platforms, 7 stone boxes
Win conditionBring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle right. Watergirl: middle right.

Step-by-step walkthrough

  1. Build the left mirror stack

    Watergirl drops down beside the lower mirrors. Push the upper left mirror left until it sits squarely on the mirror below it. Keep the pair upright.

  2. Lower the first central mirror

    Fireboy descends to the central mirror and pushes it left off its shelf. Watergirl approaches from the left and nudges it right until its upward reflection reaches the receiver above.

  3. Climb out on the left

    Watergirl climbs over the left mirror stack, then uses the narrow stones against the left wall. Jump upwards before steering around the overhangs. Continue right along the upper shelves and collect the blue diamond above them.

  4. Collect the upper blue diamonds

    Cross the top passage and enter the blue diamond pocket on the far right while its light-controlled gate is open. Collect both diamonds, then return left onto the upper ledge.

  5. Add the second central mirror

    Fireboy approaches the mirror on the left middle shelf from its left. Push it right off the shelf onto the mirror placed below. The two mirrors now turn the beam right.

  6. Bring Fireboy to the top

    Climb left out of the lower chamber and collect the red diamond above the left stones. Follow Watergirl’s route around the left overhangs to the upper central shelf.

  7. Lower the next mirror

    Watergirl drops through the right passage and approaches the next mirror from its right. Push it left off its shelf into the middle gap.

  8. Align the second upward beam

    Climb left from the fallen mirror to the central steps, drop down their left side and return right underneath them. Nudge the mirror right to line up its upward reflection with the next receiver. Leave by the left steps so Watergirl does not block the beam.

  9. Collect the upper red diamonds

    Fireboy jumps right across the upper passage, then into the red diamond pocket. Collect both diamonds and return left onto the upper ledge.

  10. Collect the lower right diamond

    Watergirl climbs the left stones again and drops through the right passage. Continue over the right shelves to the bottom-right pressure plate. Jump for the last blue diamond above it.

  11. Build the second mirror stack

    Watergirl returns left up the lower right shelves. Push the next mirror left until it rests squarely on the mirror already aligned below.

  12. Open the upper lever passage

    Jump over the last mirror and push it left towards the middle of its shelf. Stop when the beam reflects upwards into the receiver at the top of the room. Jump clear of this beam on the right.

  13. Turn the upper lever

    Fireboy climbs the left stones and jumps into the newly opened upper-left passage. Walk past the lever to switch it on. Return right to the upper central shelf before moving the final mirror again.

  14. Hold the pressure plate with the last mirror

    Watergirl circles to the left side of the last mirror and pushes it right. Follow it down the slope until it settles in the bottom-right corner and holds the pressure plate. The exit passage now stays open.

  15. Return to the upper route

    Watergirl climbs left over the central mirror stack, crosses the central steps and drops onto the left shelves. Climb the narrow stones to the upper central shelf again.

  16. Enter the exit passage together

    Both characters jump right through the three open gates. Follow the sloping corridor down to the doors. Fireboy enters the red door and Watergirl enters the blue door; either can 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

    upper 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 2.

  • Switch 2

    lower 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 right

    No switch is connected to this mechanism.

    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 1.

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

  • Moving platform 3

    upper right

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

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

  • Moving platform 4

    upper center

    No switch is connected to this mechanism.

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

  • Moving platform 5

    upper right

    No switch is connected to this mechanism.

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

  • Moving platform 6

    upper right

    No switch is connected to this mechanism.

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

  • Stone box 1

    lower 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

    lower 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 3

    lower 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 4

    lower 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 5

    lower 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 6

    lower 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 7

    lower 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.

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 Seven Mirror Chamber?

Build the two mirror stacks to reach both upper diamond pockets. Move the last mirror left to open the lever passage, then send it right onto the pressure plate before returning to the doors. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Seven Mirror Chamber?

9 diamonds: 4 for Fireboy and 5 for Watergirl. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Seven Mirror Chamber?

This room has no elemental pools.

What do the switches do in The Seven Mirror Chamber?

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