Light · LEVEL 3 · Verified walkthrough
Collect the diamonds on both sides, set the four mirror levers to carry both light beams, then use the left staircase to enter the two central exit alcoves beneath their raised panels.
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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Light Temple · 3 of 41 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 4 levers, 2 moving platforms |
| Win condition | 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: middle center. Watergirl: middle center. |
Watergirl starts on the left and Fireboy on the right. Walk inward off each starting shelf to the sloping bank below, then turn outward toward the bottom corner. Watergirl jumps for the bottom-left blue diamond; Fireboy jumps for the bottom-right red diamond. Walking past a lever or landing on it can toggle it again.
Leave the bottom-left purple lever ON and the bottom-right orange lever OFF. Watergirl can step away from the left lever, return to its handle to turn it on, then walk inward up the bank. Both lower mirrors must retain these settings throughout the remaining route.
Watergirl climbs the left bank, jumps right onto the small floating stone, then onto the central island for its blue diamond. Continue over the next stone to the pointed right bank. Jump straight up before steering right onto the overhanging starting shelf, then walk outward for the blue diamond near the right wall. Fireboy follows the mirrored route from right to left, collecting the central red diamond and the red diamond beside the left wall.
Each hero returns inward from that opposite shelf, jumps back across the lower stones and central island, and climbs onto their original starting shelf. Stay above the bottom levers so their settings are preserved. Watergirl finishes this crossing beside the left wall; Fireboy finishes beside the right wall.
From the left wall, jump straight up before steering right onto the broad shelf. Jump for its blue diamond. Jump left onto the little wall step, then rise before steering right onto the lever shelf. Walk to the upper-left lever’s handle to turn it ON. Jump upward from the handle before steering right onto the small sloping roof, collecting the highest blue diamond.
Watergirl climbs to the roof’s high right end and jumps right onto the panel above the red exit. Wait there while Fireboy completes the right side. Once the beams are clear and both receivers light, this panel rises with her.
From the right wall, rise before steering left onto the broad shelf and jump for its red diamond. Jump right onto the wall step, then rise before steering left onto the upper-right lever shelf. Walk to the lever handle to turn it ON. Jump upward before steering left onto the small roof, then jump outward to the right for the highest red diamond.
Drop left off the right wall step onto the broad shelf, then walk outward off that shelf to land on the starting shelf below. Use the lower stepping stones and central island to cross left again. Climb the left wall steps. This time jump over the upper-left lever without touching it, keeping it ON, and climb the small roof. Jump right onto the same central panel as Watergirl.
The upper-left, upper-right and bottom-left levers should be ON; the bottom-right lever should be OFF. Keep both heroes out of the light paths. The yellow beam travels down around the lower mirrors and back up to the right receiver. The blue beam travels across the two upper mirrors to the receiver at the ceiling. Wait until both panels above the exits have fully risen.
Fireboy steps off the left edge of the left panel onto the top of its stone wall, then walks right beneath the raised panel and drops into the red exit alcove. Watergirl steps right off the left panel onto the broad central stone column, then walks right beneath the other raised panel into the blue alcove. Either hero can enter first. All ten diamonds and both exits 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.
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.
This switch has no connected device in the current room.
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.
This switch has no connected device in the current room.
lower 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.
This switch has no connected device in the current room.
lower 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.
This switch has no connected device in the current room.
middle center
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
middle center
No switch is connected to this mechanism.
When powered, it moves up; 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.
Collect the diamonds on both sides, set the four mirror levers to carry both light beams, then use the left staircase to enter the two central exit alcoves beneath their raised panels. 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (upper left): This switch has no connected device in the current room. 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): This switch has no connected device in the current room. 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 left): This switch has no connected device in the current room. 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 4 (lower right): This switch has no connected device in the current room. 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.