Light · LEVEL 32 · Verified walkthrough
Align the two loose mirrors, collect the white diamond using the fan, and guide one rolling weight to each plate. Use the seesaw to send the first weight left before releasing the second.
Collect all 1 ring-marked diamond, then 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.

| Campaign | The Light Temple · 32 of 41 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 1 lever, 2 plates, 4 moving platforms, 1 fan, 1 hanging plank, 2 stone boxes, 2 rolling stones |
| Win condition | Collect all 1 ring-marked diamond, then 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. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Watergirl pushes the left mirror to the right, underneath the ceiling receiver. Jump over it and land between the two mirrors. Push the other mirror beneath the downward beam on the right. Leave their faces at their starting angles.
Return to the gap between the mirrors. Jump straight up before moving left over the first mirror, so you do not push it out of alignment. Stand to the left of both mirrors. The beam should now reflect left and then up into the receiver, moving the pink shelf.
Fireboy climbs the seesaw from the left, crosses its centre and jumps onto the sloping ledge at the far right. Climb that slope and jump left onto the upper roof. Jump over the two rolling weights on your way left, then cross the yellow lever to switch on the fan.
Watergirl climbs the steps at the bottom left and jumps into the fan. Stay in the rising air, then steer right onto the small upper-left shelf to collect the white diamond. Cross the opened yellow passage and jump right onto the seesaw. Wait on its right arm so that end lowers.
Fireboy approaches the two weights from the left. Jump over the left weight and land in the gap between them. Push only the right weight off the right end of the roof. It rolls down the sloping ledge towards the lowered end of the seesaw.
Watergirl jumps over the arriving weight and lands to its right. Push it left up the seesaw, across the pivot and down the other arm. Stop on the left arm and let the weight roll into the blue plate pocket. The blue bridge in the right-hand chute moves.
Fireboy returns along the roof, jumps over the remaining weight and pushes it right. Keep Watergirl on the left arm of the seesaw. This weight drops to the middle floor, rolls towards the right-hand chute and follows the opened route down to the orange plate. Give it time to reach the bottom and open the exit gate.
Watergirl jumps towards the seesaw pivot, crosses to the right arm and jumps onto the far-right sloping ledge. Climb the slope and jump left onto the roof. Leave both weights in their plate pockets.
Both players follow the roof left. Near the yellow lever, jump up the short raised step before continuing through the open orange gate. Fireboy enters the red door and Watergirl enters the blue door; either player may go 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 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 2 and Fan 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.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
upper left
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
upper right
No switch is connected to this mechanism.
When powered, it moves left; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 1.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
middle right
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
lower 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.
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.
upper center
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
upper center
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
Count the ring-marked diamonds still visible. All 1 are required before both matching doors can finish this room; each hero collects their own color.
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.
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.
Align the two loose mirrors, collect the white diamond using the fan, and guide one rolling weight to each plate. Use the seesaw to send the first weight left before releasing the second. Collect all 1 ring-marked diamond, then 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.
1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.
This room has no elemental pools.
Switch 1 (upper center): Controls Moving platform 2 and Fan 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 (lower right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower left): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.