Light · LEVEL 31 · Verified walkthrough

The Lantern Staircase

Fireboy raises the stepping stones across the bottom red pool. Both heroes then cross the middle green pool and climb the left wall. Watergirl holds yellow for Fireboy’s higher exit route before taking the lowered platforms to her own door. This original dark room has no diamonds.

Level objective

Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together.

The Lantern Staircase, light level 31: 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 · 31 of 41
Collectibles0 fire diamonds, 0 water diamonds. 0 marked diamonds required; 0 optional.
Hazards1 lava pool, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 10 moving platforms
Win conditionBring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together.
ExitsFireboy: upper right. Watergirl: middle right.

Step-by-step walkthrough

  1. Raise the bottom stepping stones

    Fireboy walks right through his safe red pool and holds the green plate on the far bank. Three platforms rise out of the pool. Watergirl jumps onto the first, moves towards its right edge and jumps across the remaining two. Keep Fireboy on green until she reaches the dry right bank.

  2. Climb to the middle crossing

    For each hero, jump onto the high bottom-right corner, then jump left onto the middle bank. Its purple plate lowers the platforms in the green pool. Step left off the plate and let them rise again before making the crossing. The waiting partner must stay off purple.

  3. Cross the middle green pool

    Jump left onto the nearest raised platform. Move towards its left edge before jumping to the middle one, then use the next platform to reach the dry left bank. Both heroes must stay out of this green pool.

  4. Climb the left wall

    Jump upwards before steering left onto the outer ledge. Jump upwards again before steering right onto the next ledge. Continue alternating left and right up the small shelves, rising before the rightward turns to clear their undersides. The final jump reaches the yellow plate at the top. Bring both heroes there.

  5. Keep yellow pressed for Fireboy

    Watergirl stays on yellow while Fireboy walks right off the top platform onto the lower lip. Jump right onto the raised first bridge, then onto the fixed high platform in the centre. Walk to its right edge and jump onto the raised bridge farther right.

  6. Reach the high red door

    Fireboy jumps from that bridge onto the upper-right exit shelf. He can enter his red door now, or wait on the shelf’s left edge if Watergirl is to enter first. Watergirl must keep holding yellow until he has landed on this shelf.

  7. Use the lowered staircase

    Watergirl leaves yellow, drops onto the same left lip and lets the platforms return. Jump onto the lowered first bridge, then right and down onto the lowest bridge just above the green pool. Move towards its right edge and jump to the next platform on the right.

  8. Finish at the blue door

    Jump upwards before steering right onto the higher bridge, then jump right onto the blue exit shelf. Enter Watergirl’s door. If Fireboy waited beside his door, walk him in now. Fireboy always crosses the upper route first, but either hero may enter their door 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.

How this room’s mechanisms work

  • Switch 1

    lower right

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 1, Moving platform 2, and Moving platform 3.

  • Switch 2

    lower right

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 4, Moving platform 5, and Moving platform 6.

  • Switch 3

    upper left

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 7, Moving platform 8, Moving platform 9, and Moving platform 10.

  • Moving platform 1

    lower left

    At least one of these inputs must be active: Switch 1.

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

  • Moving platform 2

    lower center

    At least one of these inputs must be active: Switch 1.

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

  • Moving platform 3

    lower center

    At least one of these inputs must be active: Switch 1.

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

  • Moving platform 4

    lower left

    At least one of these inputs must be active: Switch 2.

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

  • Moving platform 5

    lower center

    At least one of these inputs must be active: Switch 2.

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

  • Moving platform 6

    lower center

    At least one of these inputs must be active: Switch 2.

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

  • Moving platform 7

    upper center

    At least one of these inputs must be active: Switch 3.

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

  • Moving platform 8

    middle center

    At least one of these inputs must be active: Switch 3.

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

  • Moving platform 9

    middle right

    At least one of these inputs must be active: Switch 3.

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

  • Moving platform 10

    upper right

    At least one of these inputs must be active: Switch 3.

    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.

A gate or platform moved back

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.

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 Lantern Staircase?

Fireboy raises the stepping stones across the bottom red pool. Both heroes then cross the middle green pool and climb the left wall. Watergirl holds yellow for Fireboy’s higher exit route before taking the lowered platforms to her own door. This original dark room has no diamonds. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together.

How many diamonds are required in The Lantern Staircase?

0 diamonds: . None are required to finish.

Which hazards are in The Lantern Staircase?

1 orange lava pool (lower center) and 2 purple goo pools (middle center and lower center). Fireboy can enter orange lava; Watergirl must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Lantern Staircase?

Switch 1 (lower right): Controls Moving platform 1, Moving platform 2, and Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower right): Controls Moving platform 4, Moving platform 5, and Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper left): Controls Moving platform 7, Moving platform 8, Moving platform 9, and Moving platform 10. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.