Light · LEVEL 29 · Verified walkthrough
Open the three inner shafts, lower both mirror crates to the bottom floor, and align the yellow and blue beams before climbing back to the exits with all eight diamonds.
Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Light Temple · 29 of 41 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 3 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 3 levers, 5 moving platforms, 2 stone boxes |
| Win condition | Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Fireboy crosses his upper red pool to the left shelf and waits. Watergirl crosses her blue pool, walks around the outside of the far-right wall and jumps left for the blue diamond. Cross the high middle ledge and jump left onto the yellow lever walkway. Leave that lever on.
Fireboy walks through the newly opened upper-left shaft and drops onto the lower left ledge. Stand near its right edge, jump straight upward before steering left onto the dry tip beside the blue pool. Jump left for the red diamond and turn back right in the air to land on the dry tip.
Fireboy jumps right across the gap onto his red pool walkway and walks through the purple lever. Step off its left end, then steer back right below it to land on the lower red pool walkway. Walk right through the green lever and leave it on.
Watergirl jumps back right from the yellow walkway and drops down the right side. Fireboy drops to the bottom floor from the left and pushes the bottom mirror crate to the right. Stop with the crate beneath the blue beam, then let it settle. Its rightward reflection opens the left return shaft.
Use the bottom right mirror as a step: Watergirl jumps onto it, rises before steering left onto the ledge above, then pushes the upper mirror left into the open green shaft. Let that crate fall to the bottom floor. Drop beside it and collect the bottom blue diamond before pushing the fallen mirror left.
Watergirl uses the right edge of the left mirror as a step to regain the lower left ledge. Fireboy uses the right mirror to jump for the far-right red diamond. Climb back onto the right ledge, jump up and left onto the middle shelf, and jump for the red diamond there. The bottom red diamond is collected while crossing the floor.
Fireboy returns across the bottom and uses the left mirror to reach the left ledge. Watergirl descends its sloping left side and jumps left for the low blue diamond. Return along the bottom floor and nudge the left mirror right beneath the yellow emitter. Then climb the slope back onto the ledge: leaving the reflected beam clear lets both receivers remain lit.
For each hero, launch from the right edge of the lower ledge, rise before steering left onto the dry tip beside the blue pool, then jump all the way left over the pool. Move to the far-left edge and jump upward before steering right onto the small sloping step. Jump again and move right onto the flat shelf. Watergirl collects the last blue diamond during this climb.
Both beams must remain clear and all eight diamonds collected. Jump right onto the low yellow shelf, then jump straight upward before steering left onto the exit walkway. Fireboy goes to the red door and Watergirl to the blue door; either hero can complete this climb 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.
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 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 4.
lower 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 5.
upper left
No switch is connected to this mechanism.
When powered, it moves down; 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.
upper left
At least one of these inputs must be active: Switch 1.
When powered, it moves left; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 2.
When powered, it moves left; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 3.
When powered, it moves left; when power is released, it returns.
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 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.
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.
Open the three inner shafts, lower both mirror crates to the bottom floor, and align the yellow and blue beams before climbing back to the exits with all eight diamonds. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
3 orange lava pools (upper center, middle center, and lower center), 2 blue water pools (upper right and middle left), and 1 purple goo pool (upper center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle center): Controls 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. Switch 2 (middle center): Controls Moving platform 4. 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 (lower center): Controls Moving platform 5. 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.