Light · LEVEL 35 · Verified walkthrough
Position the three mirror crates, relay the beam through both dials, then light the diamond gate and exit gate in turn.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together.

| Campaign | The Light Temple · 35 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 | 2 moving platforms, 3 stone boxes |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. |
| Exits | Fireboy: middle center. Watergirl: middle center. |
Watergirl walks left along the bottom floor to the right of the two bottom crates. Jump straight upward before steering left onto the sloping ledge, then walk left along its flat top toward the upper crate.
Push the upper crate a short distance left, leaving it on the flat floor near the left wall. Move Watergirl a short step right so her body clears the rising reflected beam. Fireboy pushes the two bottom crates together to the right, leaving them below the second dial. Let all three crates settle. Fireboy then jumps onto the left sloping ledge so his body clears the reflected beam.
Move the first dial slightly right of centre. Aim its reflected beam down and left at the upper crate, whose diagonal mirror sends the beam up and right onto the second dial. Adjust the second dial near its centre so it sends light down to the left bottom crate. The leftward reflection must reach the lower-left receiver, opening the diamond gate.
Fireboy walks down the right slope of the left ledge, then jumps right over both bottom crates. Walk to the right of the long middle slope and jump upward before steering left onto its tip. Walk up the slope, then jump right onto the higher ledge.
Walk down to the far-right bottom walkway. Jump upward before steering right onto the small wall ledge, then jump left onto the small sloping lip beside the chamber. Move against its raised left edge, rise straight upward and steer left through the open gate. Collect the neutral diamond.
Leave the diamond chamber to the right and return left along the lower slope to the higher central ledge. Nudge the second dial slightly left of its diamond-gate setting so the beam reaches the right bottom crate. Its rightward reflection must light the lower-right receiver and raise the exit gate.
From the left side of the central ledge, jump upward before steering right onto the small shelf above. Jump left onto the sloping exit walkway and immediately walk up its slope to the flat area just outside the open gate.
Watergirl follows the same route over the bottom crates and up the two middle slopes. She can skip the collected diamond chamber. Rise onto the small upper shelf, jump left onto the exit slope and walk onto the flat area beside Fireboy. Keep the bottom mirrors and reflected beam undisturbed.
With the diamond collected and the exit receiver lit, walk left through the open gate. Fireboy goes to the red door and Watergirl to the blue door; either hero 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.
middle right
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
middle center
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
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 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 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.
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.
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.
Position the three mirror crates, relay the beam through both dials, then light the diamond gate and exit gate in turn. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. 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.
There are no levers or pressure plates in this room. Each hero can follow their own route, but both matching exits are still needed to finish.