Light · LEVEL 38 · Verified walkthrough

The Upper Light Vault

Watergirl opens the upper lever, then Fireboy holds the middle pressure plate while the two mirrors send light up to the white diamond passage.

Level objective

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

The Upper Light Vault, light level 38: 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 · 38 of 41
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 1 plate, 5 moving platforms
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Move the left shelf

    Drag the left optical knob on the bottom tracks to about 79% of its range. The beam should hit the receiver between the two starting positions. Wait for the shelf high on the left wall to move right.

  2. Climb the left-hand staircase

    Watergirl jumps left over the small ridge between the starting chambers. Jump onto the small triangular step, then up and left onto the long low shelf. Follow its slope left and jump onto the ledge above. Climb the narrow outer-wall ledges with upward jumps before steering left onto each one.

  3. Reach the upper lever

    From the highest narrow ledge, jump up and right onto the lower tip of the upper shelf. Jump right again into the blue pool, then walk right to touch the lever. Turn back immediately so the lever stays on.

  4. Take the middle passage

    Walk left off the upper shelf. After landing on the narrow outer ledge, jump right to the inner sloping ledge. Continue right across its edge onto the central gallery and stop on the orange pressure plate.

  5. Bring Fireboy to the plate

    Fireboy follows the small triangular step and lower-left shelves. From the ledge partway up the outer wall, jump right to the inner sloping ledge, then walk right into the central gallery. Fireboy takes over the pressure plate; Watergirl moves just to its right.

  6. Aim both reflections

    Set the left knob near 60% to send the beam down and right into the second mirror. Set the right knob near 62% to reflect that beam upwards. The upper-right receiver should light while the lever and pressure plate keep the two right-hand panels clear of the light. Wait for the central ramp panel to move right.

  7. Collect the white diamond

    Watergirl follows the cleared central ramp up and right. Jump left from its upper end for the white diamond near the ceiling. Return down the ramp to the central gallery while Fireboy continues holding the plate.

  8. Climb to the exits

    Either hero can leave first. From the central gallery, move left of the plate, jump up and left onto the small sloping lip, then immediately jump right onto the exit shelf before sliding off the lip. Fireboy stops at the red door; Watergirl continues right to the blue door. Repeat with the other hero.

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 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 1 and Moving platform 2.

  • Switch 2

    middle center

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

    Controls Moving platform 4.

  • Moving platform 1

    upper center

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

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

  • Moving platform 2

    middle 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 3

    upper right

    No switch is connected to this mechanism.

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

  • Moving platform 4

    upper 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 5

    upper left

    No switch is connected to this mechanism.

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

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 Upper Light Vault?

Watergirl opens the upper lever, then Fireboy holds the middle pressure plate while the two mirrors send light up to the white diamond passage. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together.

How many diamonds are required in The Upper Light Vault?

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

Which hazards are in The Upper Light Vault?

1 blue water pool (upper left). 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 Upper Light Vault?

Switch 1 (upper left): Controls Moving platform 1 and Moving platform 2. 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 (middle center): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.