Light · LEVEL 24 · Verified walkthrough

The Four Dials

Collect the eight diamonds in the four left-hand galleries, then align all four mirror controls to light the receiver and open the central exit alcove.

Level objective

Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Four Dials, light level 24: 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 · 24 of 41
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
HazardsNo elemental pools in this room.
Mechanisms1 moving platform
Win conditionBring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle center. Watergirl: middle center.

Step-by-step walkthrough

  1. Collect the starting diamonds

    Watergirl starts on the third shelf; jump for its blue diamond near the right side, then wait. Fireboy starts on the highest left shelf. Jump for the red diamond near its left side. Walk off the far-left sloping end, then steer right onto the shelf below. Jump for the red diamond near that shelf’s right end. Drop around its far-left end onto Watergirl’s starting shelf and jump for the red diamond near its left side.

  2. Collect the bottom diamonds

    Each hero drops down the narrow gap beside the far-left wall to the bottom floor. Stay left until fully below the stepped shelf; turning right too early catches its underside. Watergirl’s blue diamond is on the left half of the bottom gallery, and Fireboy’s red diamond is on the right. Jump for each matching diamond.

  3. Climb back from the bottom

    Return to the little rising bank against the left wall. Jump straight up first, then steer right onto the sloping step above. Jump right again onto Watergirl’s starting shelf. From its left end, jump left onto the tiny wall step, then jump up before steering right onto the next main shelf. Fireboy can wait here after collecting his four red diamonds.

  4. Watergirl visits every remaining gallery

    After collecting the bottom blue diamond and climbing back, jump for the blue diamond near the left side of the next shelf. Jump left onto the tiny wall step, rise before steering right onto the highest shelf, then jump for its blue diamond near the right side. Drop around the highest shelf’s far-left end and return right to the shelf immediately below the doors.

  5. Align the four mirrors

    Leave both heroes on the shelf just left of the exit alcove. Drag the four knobs to approximately these positions, measured from each track’s left end: top 59.6%, second 91.9%, third 63.5%, bottom 31.3%. Start with the bottom control and work upward. The beam should travel from the bottom mirror to the middle-left mirror, then the right mirror, the upper-left mirror and the fixed mirror above the receiver. Fine-adjust until the receiver glows and the exit barrier rises. Walking into a knob can disturb its setting.

  6. Jump past the last knob and enter both exits

    Stand just left of the second knob. Jump upward before steering right, clearing the knob without pushing it, and land on the raised exit floor through the open barrier. Fireboy waits at the left red door; Watergirl continues to the blue door. Either hero can enter first. Both doors and all eight diamonds complete the full route.

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

  • Moving platform 1

    middle center

    No switch is connected to this mechanism.

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

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.

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 Four Dials?

Collect the eight diamonds in the four left-hand galleries, then align all four mirror controls to light the receiver and open the central exit alcove. Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Four Dials?

8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Four Dials?

This room has no elemental pools.

Does The Four Dials need a partner to hold a switch?

There are no levers or pressure plates in this room. Each hero can follow their own route, but both matching exits are still needed to finish.