Light · LEVEL 30 · Verified walkthrough
Hold Green while Fireboy places the left mirror in the yellow beam. Release Orange before Watergirl sends the other mirror down into the blue beam, then climb back to the upper doors.
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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 · 30 of 41 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 1 plate, 8 moving platforms, 3 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. |
Watergirl crosses the starting pool using the middle lift and waits on the green plate at the right. Fireboy follows across the raised lift, drops onto the small stone below the right edge and collects the red diamond on the shelf beneath it.
Fireboy runs left off the shelf and jumps left from its edge, clearing the narrow gap to the middle stairs. Descend left to the bottom lava, collect the red diamond and walk to the orange lever at the far left.
Climb the bottom slope and middle stairs, then jump left along the middle shelves. Collect the red diamond above them. Approach the left mirror from its right and push it left through the opening made by Orange.
Jump back right onto the middle shelf, walk off its right end and return left beneath it. Push the fallen mirror all the way left into the yellow beam. Leave the mirror there and walk right out of the reflected beam. The yellow receiver opens the shelf beside the heavy counterweight.
Fireboy descends to the bottom lava again, crosses left and toggles the orange lever off. Wait away from the lever. This clears the vertical blue beam and leaves its lower mirror passage open.
Watergirl leaves Green, jumps left towards the middle pool lift to collect the blue diamond above it, then returns right across the pool. Drop onto the small stone and the shelf below.
Watergirl stands just right of the small overhanging stone, jumps over the mirror on the pulley and lands on the right-hand shelf. Collect the blue diamond above this shelf, then approach the mirror from its right and push it left. It falls into the narrow shaft and reflects the blue beam along the bottom.
Run left off the shelf and jump left at its edge onto the middle stairs. Collect the blue diamond above the steps. Descend left to the lower slope, jump left onto the low shelf and walk left for the final blue diamond.
Watergirl returns right over the low shelf and climbs the middle stairs. Jump onto the narrow divider beside the mirror shaft, then run right across the orange shelf. Keep moving across the gap.
From the right-hand shelf, stand clear of the small overhanging stone. Jump upwards before steering left onto it. Walk to its flat top, then jump left onto the bank above the pool.
Jump right onto the sloping stone above the pool bank and walk up its slope. Jump upwards, then steer left onto the upper roof. Watergirl can wait on this roof while Fireboy returns.
Fireboy crosses the bottom lava right, climbs the lower slope and middle stairs, and follows the same divider, orange shelf and overhang route. From the upper sloping stone, jump for the final red diamond before jumping left onto the roof.
Walk left along the upper roof and drop into the exit chamber. Fireboy enters the red door and Watergirl enters the blue door. Either character 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.
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.
Controls Moving platform 1 and Moving platform 2.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4 and Moving platform 5.
middle left
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 1.
When powered, it moves left; when power is released, it returns.
upper center
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
lower right
No switch is connected to this mechanism.
When powered, it moves left; when power is released, it returns.
middle right
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
lower right
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
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.
middle 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.
middle 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.
Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.
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.
Hold Green while Fireboy places the left mirror in the yellow beam. Release Orange before Watergirl sends the other mirror down into the blue beam, then climb back to the upper doors. 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.
1 orange lava pool (lower left) and 1 blue water pool (middle center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (lower left): Controls Moving platform 1 and 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 (middle center): Controls Moving platform 4 and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.