Light · LEVEL 23 · Verified walkthrough
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.
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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.

| Campaign | The Light Temple · 23 of 41 |
|---|---|
| Collectibles | 4 fire diamonds, 5 water diamonds. 0 marked diamonds required; 9 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 1 lever, 1 plate, 6 moving platforms, 7 stone boxes |
| Win condition | 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. |
| Exits | Fireboy: middle right. Watergirl: middle right. |
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.
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.
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.
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.
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.
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.
Watergirl drops through the right passage and approaches the next mirror from its right. Push it left off its shelf into the middle gap.
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.
Fireboy jumps right across the upper passage, then into the red diamond pocket. Collect both diamonds and return left onto the upper ledge.
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.
Watergirl returns left up the lower right shelves. Push the next mirror left until it rests squarely on the mirror already aligned below.
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.
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.
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.
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.
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.
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.
lower right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper right
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
upper center
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
upper right
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
upper right
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
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.
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.
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.
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.
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.
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.
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.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
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.
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.
9 diamonds: 4 for Fireboy and 5 for Watergirl. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
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.