Light · LEVEL 40 · Verified walkthrough

The Three Ball Chamber

Load the left pulley with both upper balls, use the raised right deck to send the bottom ball to Purple, then collect the white diamond and climb the right-wall footholds to return.

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 Three Ball Chamber, light level 40: 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 · 40 of 41
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 6 moving platforms, 3 rolling stones
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. Stage the bottom ball

    Watergirl walks left from her starting ledge. Jump over the bottom-left ball, land on its left and push it right onto the low pulley deck. Stop before trying to push it into the higher ledge beside the deck.

  2. Hold the green plate

    Watergirl jumps right from the pulley onto the lower ledge. Use her matching water pool to climb right, then jump onto the dry slope above. Climb the two right-hand steps and stay on the green plate.

  3. Send the first upper ball left

    Fireboy climbs the same right-hand steps, passes Watergirl and jumps left onto the middle roof, then left onto the highest roof. Approach the top ball from its right and push it left across the green bridge. Follow it along the upper-left roof and let it fall onto the left pulley deck.

  4. Send the second upper ball left

    Fireboy returns right over the green bridge and the top roof. Drop off the right edge onto the roof below, to the right of the second ball. Push that ball left through the middle passage and across the raised green lift. Let it join the first ball on the left pulley deck.

  5. Wait for the pulley to settle

    The two upper balls lower the left deck onto the orange plate and raise the right deck with the bottom ball. Leave both balls on the left deck; their weight keeps the route to the exits open.

  6. Bring Fireboy back before releasing Green

    While Watergirl still holds the green plate, Fireboy jumps onto the raised green lift and follows the middle passage right. Walk down the right-hand bank, turn left towards his starting slope and drop onto the dry ledge beside the lower water pool. Wait there.

  7. Send the last ball to Purple

    Watergirl leaves Green and returns left through her lower pool to the starting ledge. Jump left over the ball on the raised right pulley deck and land on its left. Push it right across the starting ledge, stopping before the ledge ends. Let the ball roll off into the purple plate pocket below.

  8. Return Watergirl to the upper pool

    Stay on the starting ledge while the ball settles on Purple. Walk left enough to clear the underside of the lower water pool, then jump right into it. Climb the dry slope and cross the upper water pool to its far-right edge.

  9. Collect the required white diamond

    Drop down the passage beyond the upper pool. At the bottom, walk left to collect the white diamond. Keep the three balls in place.

  10. Climb the right-wall footholds

    Walk up the small slope at the bottom right. Jump right onto the foothold against the outer wall, then left onto the small triangular step on the pool column. Jump right to the higher wall notch, then left back into the upper water pool.

  11. Reach both exits

    Watergirl crosses the upper pool left and drops onto the dry lower ledge where Fireboy is waiting. For each hero, walk right across the orange bridge and drop through its opened end into the exit chamber. Fireboy enters the red door and Watergirl enters the blue door; either 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.

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 and Moving platform 2.

  • Switch 2

    lower left

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

    Controls Moving platform 3.

  • Switch 3

    lower 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 center

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

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

  • Moving platform 3

    lower 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 4

    lower 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 5

    middle left

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 6

    lower left

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Rolling stone 1

    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.

  • Rolling stone 2

    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.

  • Rolling stone 3

    lower 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.

A pulley is moving the wrong way

Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.

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 Three Ball Chamber?

Load the left pulley with both upper balls, use the raised right deck to send the bottom ball to Purple, then collect the white diamond and climb the right-wall footholds to return. 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 Three Ball Chamber?

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

Which hazards are in The Three Ball Chamber?

2 blue water pools (middle right and lower center). 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 Three Ball Chamber?

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