Light · LEVEL 37 · Verified walkthrough
Send the five balls to their separate plates in order, collect the white diamond through the left gate, then return over the roof and descend around the right edge to both exits.
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.

| Campaign | The Light Temple · 37 of 41 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional. |
| Hazards | 1 lava pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 5 plates, 1 lever, 8 moving platforms, 5 rolling stones |
| Win condition | 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. |
| Exits | Fireboy: lower right. Watergirl: lower right. |
Fireboy walks left off his starting roof and drops into his matching lava pool. Walk right along the bank and pass the Purple lever to turn it on. Watergirl stays on the upper roof.
Watergirl walks right and pushes the first middle ball off its shelf. It rolls towards Orange. Jump right onto the next roof and push the next ball right towards Blue. Stop before the taller step. Leave the far-left ball in place.
Once those two balls are travelling through their channels, Fireboy uses the nearby Purple lever again to turn it off. Wait for the Orange and Blue plates to stay down.
Watergirl jumps right onto the left edge of the highest small shelf. Approach its ball from the left and give it a short push right. Stop on the shelf as the ball falls away. Let it travel all the way to the Yellow plate at the bottom left.
Keep the last roof ball in place until the Yellow bridge has finished lowering. Releasing both weights together sends them into the same pocket and leaves Green empty.
Watergirl jumps right onto the last roof and pushes its ball right off the edge. Wait while it rolls back through the lower channels, crosses the lowered Yellow bridge and settles on Green at the far left.
Watergirl jumps left from the right roof to the high shelf, then back over the middle roofs. Cross left to the remaining ball, approaching it from its left side.
Push the remaining ball right and let it reach Pink in the right-hand pocket. All five plates should now stay down, and the pink gate on the upper left opens.
Fireboy walks left through his lava pool, then jumps onto the small sloping foothold against the far-left wall. Jump right onto the next ledge and right again through the open pink gate.
Walk Fireboy right inside the chamber to collect the white diamond. Return left, jump back through the gate and jump onto the higher foothold against the left wall.
Jump right from the upper wall foothold onto the starting roof. Both heroes can now cross the upper route to the right. The balls continue holding the five plates.
For each hero, cross the middle roofs, jump onto the highest small shelf and then onto the far-right roof. Walk off its outer edge and follow the sloping bank down and left to the long lower shelf.
From the lower shelf, jump right over the lowered Orange gate. Drop around its outer side onto the bottom floor.
Walk left along the bottom floor. Fireboy enters the red door and Watergirl enters the blue door. Either hero can enter first; the room finishes once both are safely inside.
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
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4 and Moving platform 5.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 6.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 7.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 8.
middle left
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 Moving platform 3.
upper left
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 6.
When powered, it moves left; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 6.
When powered, it moves right; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 3.
When powered, it moves left; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 4.
When powered, it moves right; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
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.
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.
upper right
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 right
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.
Send the five balls to their separate plates in order, collect the white diamond through the left gate, then return over the roof and descend around the right edge to both exits. 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.
1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.
1 orange lava pool (middle left). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle 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 (lower center): Controls Moving platform 4 and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower center): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower left): Controls Moving platform 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower left): Controls Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (middle left): Controls Moving platform 2 and Moving platform 3. 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.