Light · LEVEL 33 · Verified walkthrough
Watergirl holds the orange plate while Fireboy releases the mirror block. Move the block to redirect the beam through the upper mirrors, then collect the white diamond and return through the blue lift.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together.

| Campaign | The Light Temple · 33 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 | 4 levers, 1 plate, 6 moving platforms, 1 stone box |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. |
| Exits | Fireboy: middle left. Watergirl: middle left. |
Watergirl moves left and jumps left over the small pointed ridge to reach the orange plate in the middle gallery. Keep her there. Her lower position clears the horizontal light beam, which moves the highest right-hand panel left.
Fireboy walks to the far-right wall and descends through the opening left by the upper panel. Move left to the middle right-hand panel. Jump up and left through the opening above it while Watergirl holds orange, then walk left along the upper gallery to the green lever.
Touch the green lever and wait for its small panel to move. The mirror block falls onto the long left shelf. Once it settles, it reflects the horizontal beam up into the first overhead receiver, moving the middle right-hand panel left.
Fireboy returns right through the opening in his gallery. Watergirl continues holding orange so both right-hand openings stay clear while he drops into the lower chamber. Walk left across the pale lever, then continue left to the purple lever and stop on the central lower panel.
Watergirl leaves orange and walks left into the mirror block, pushing it along the long shelf. Stop pushing once the block is entirely left of its original shaft: the block keeps sliding. Return right to the orange plate to clear the beam. The block should settle almost beneath the left ceiling mirror.
The beam reflects up from the block, right from the left ceiling mirror, then down from the right ceiling mirror into the third receiver. Wait for the central lower panel to slide right and let Fireboy drop to the bottom floor. If the receiver is dark, the block still needs a small horizontal adjustment; watch its final resting position before pushing again.
Fireboy walks right along the bottom floor, passing the blue lever. At the far-right end, jump left onto the short sloping ledge, then jump upwards for the white diamond. Drop back to the bottom floor.
Return left past the blue lever. Touch it once more from the left and immediately retreat left so it stays on. Wait for the blue panel beside the exits to finish lowering.
Move left along the bottom floor. Jump up and left onto the small step, then jump up and left onto the lowered blue panel. From that panel, jump left onto the exit ledge and walk into the red door.
Watergirl walks left along the long shelf, pushing the mirror block farther left as she passes. Stop near the shelf’s far-left sloping tip, then make a short jump left off its edge. Land on the exit ledge and walk right into the blue door. Either hero can enter first after Fireboy has collected the diamond and reached the lowered blue panel.
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 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 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.
This switch has no connected device in the current room.
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 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.
Controls Moving platform 6.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
upper right
No switch is connected to this mechanism.
When powered, it moves left; when power is released, it returns.
middle right
No switch is connected to this mechanism.
When powered, it moves left; when power is released, it returns.
lower center
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 5.
When powered, it moves left; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
upper 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.
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.
Watergirl holds the orange plate while Fireboy releases the mirror block. Move the block to redirect the beam through the upper mirrors, then collect the white diamond and return through the blue lift. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle 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 (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. Switch 2 (lower center): 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 (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 4 (lower right): Controls Moving platform 6. 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 5 (middle center): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.