Light · LEVEL 26 · Verified walkthrough
Turn the shared mirror to open Fireboy’s upper passages, then guide Watergirl through the three lower stairwells and collect all six diamonds.
Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Light Temple · 26 of 41 |
|---|---|
| Collectibles | 3 fire diamonds, 3 water diamonds. 0 marked diamonds required; 6 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 2 levers, 7 moving platforms |
| Win condition | Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper center. Watergirl: lower center. |
Fireboy walks left of the small shelf above his start, then jumps upward before steering right onto it. Use the optical dial to aim the blue beam at the receiver near the top middle of the room. Wait for the right-hand bar to slide away.
Walk right off the shelf and jump for the red diamond beside the green lever. The lever can toggle again when Fireboy lands. Move fully past it to the right, then walk back across so the green exit passage stays open.
Jump left onto the small shelf again. Aim the blue beam at the upper-left receiver; the panel overhead rises out of the way. From the shelf, rise before steering right to the top walkway. This collects the middle red diamond and switches the orange lever on.
Walk left off the top walkway onto the small shelf below. Move toward its left edge, then jump left onto the sloping top passage to collect the remaining red diamond. Wait to the right of the open exit gates while Watergirl collects her diamonds.
Aim the yellow beam at the receiver near the bottom middle of the room. Watergirl walks left along the bottom floor, jumps upward through the newly opened gap and steers left onto the tiny shelf. Aim yellow at the lower receiver on the right wall: the bottom gap closes while the next one opens. Walk right across the bottom shelf and jump up through that gap, steering left onto the middle shelf.
Aim yellow at the higher receiver on the right wall. Watergirl walks left along the middle shelf and jumps through the open gap onto the tiny upper-left shelf. Aim blue at the upper-left receiver to close the gap again, then walk right across it for the blue diamond.
Walk near the right end of the upper shelf and jump over its low wall. Drop down the narrow passage to the bottom floor, then jump right across the blue doorway so Watergirl stays airborne while passing it. The two remaining diamonds must be collected before finishing.
From the bottom floor to the right of the central pedestal, jump up and left onto its sloping edge. Jump right for the high blue diamond. Continue right, jumping over the small receiver and floor notch for the last blue diamond. Jump back across and wait to the right of the blue door.
All six diamonds are now collected and both upper gates are open. Fireboy walks left to the red door while Watergirl walks left to the blue door; either hero 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 right
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.
upper right
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.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 2.
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.
middle left
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
lower left
No switch is connected to this mechanism.
When powered, it moves left; when power is released, it returns.
lower left
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
upper right
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
Turn the shared mirror to open Fireboy’s upper passages, then guide Watergirl through the three lower stairwells and collect all six diamonds. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.
6 diamonds: 3 for Fireboy and 3 for Watergirl. None are required to finish. 6 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (upper right): 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 2 (upper right): 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.