Light · LEVEL 34 · Verified walkthrough

The Falling Weight Relay

Lower the block through the four colored shelves, then use it to release the ball. Watergirl must collect the white diamond and return promptly before the ball moves the pink shelf.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.

The Falling Weight Relay, light level 34: 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 · 34 of 41
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms6 plates, 8 moving platforms, 1 stone box, 1 rolling stone
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.
ExitsFireboy: lower right. Watergirl: lower right.

Step-by-step walkthrough

  1. Send Watergirl to the upper route

    From the starting ledge, walk left onto the lower slope. Jump straight upward before steering right onto the stone landing. Jump onto the small central peak, then left onto the walkway beside the water pool. Fireboy waits near the start.

  2. Hold the yellow plate

    Watergirl crosses her water pool to the left and jumps straight upward before steering right onto the rising stone path. Climb to the upper walkway, cross its central gap and jump over the lava pool. Stand on the yellow plate until the block falls onto the next shelf in the right-hand shaft.

  3. Hold the purple plate

    Return left over the lava pool, then drop onto the middle stone ledge. Jump right onto the small intermediate ledge and continue right along the slope. Stand on the purple plate until the block falls onto the third shelf.

  4. Send Fireboy to the green plate

    Fireboy takes the starting slope and jumps upward before steering right onto the landing. Continue right along the rising path and through the lava pool. Cross the middle shelf and jump onto the ledge with the green plate. Hold it until the block drops again.

  5. Return Watergirl before releasing the block

    Watergirl leaves purple to the left. Use upward jumps before steering around the narrow stone corners, then jump left onto the peak above the central lava. Continue left through the water pool and drop back toward the starting ledge. Wait at its left side. Keep Fireboy on green until she is ready.

  6. Release the block onto cyan

    Fireboy walks left off the green ledge and drops onto the next walkway. Move right onto the orange plate and wait for the block to fall to the floor. Its weight holds cyan down, opening the route below the starting ledge and releasing the ball at the upper left.

  7. Collect the white diamond and return promptly

    Watergirl walks right off the starting ledge through the opening, drops to the bottom and goes left for the white diamond. Immediately return right to the opening. Jump straight upward before steering left back onto the starting ledge. Complete this return before the descending ball reaches pink and slides the shelf across the opening.

  8. Bring Watergirl to the exits

    Watergirl returns left onto the lower slope, then jumps upward before steering right onto the starting landing. Jump upward first to clear the corner beside the lava, then right onto the raised stone peak. Jump across to the next ledge and drop right toward the bottom water pool. Cross the water and wait on the dry floor beside the doors.

  9. Bring Fireboy to the exits

    Fireboy leaves orange to the left and jumps down toward the dry bank on the left of the bottom water pool. Approach its edge, then jump across the water onto the exit floor. The block must remain on cyan and the ball on pink.

  10. Enter both doors

    Fireboy enters the red door and Watergirl the blue door. Either hero may enter first. Both must be at their own doors with the white diamond collected.

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

    upper right

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

    Controls Moving platform 1.

  • Switch 2

    middle right

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

    Controls Moving platform 2.

  • Switch 3

    middle right

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

    Controls Moving platform 3.

  • Switch 4

    lower right

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

    Controls Moving platform 4.

  • Switch 5

    lower right

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

    Controls Moving platform 5, Moving platform 6, and Moving platform 7.

  • Switch 6

    lower left

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

    Controls Moving platform 8.

  • Moving platform 1

    upper right

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

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

  • Moving platform 2

    middle right

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

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

  • Moving platform 3

    middle right

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

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

  • Moving platform 4

    lower right

    At least one of these inputs must be active: Switch 4.

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

  • Moving platform 5

    upper left

    At least one of these inputs must be active: Switch 5.

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

  • Moving platform 6

    lower center

    At least one of these inputs must be active: Switch 5.

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

  • Moving platform 7

    middle center

    At least one of these inputs must be active: Switch 5.

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

  • Moving platform 8

    lower center

    At least one of these inputs must be active: Switch 6.

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

  • Stone box 1

    upper 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.

  • Rolling stone 1

    upper left

    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.

If you get stuck

Check the unfinished objective

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 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 Falling Weight Relay?

Lower the block through the four colored shelves, then use it to release the ball. Watergirl must collect the white diamond and return promptly before the ball moves the pink shelf. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.

How many diamonds are required in The Falling Weight Relay?

1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.

Which hazards are in The Falling Weight Relay?

2 orange lava pools (upper center and middle center) and 2 blue water pools (middle left and lower 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.

What do the switches do in The Falling Weight Relay?

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