Light · LEVEL 41 · Verified walkthrough
Hold the orange gate for the white diamond, then align the upper reflection to open the floor above the two exits.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.

| Campaign | The Light Temple · 41 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 | 1 lever, 3 plates, 6 moving platforms |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. |
| Exits | Fireboy: lower left. Watergirl: lower left. |
Walk Fireboy right past the purple lever and stop on the orange plate beneath the right-hand gate. Wait for the gate to rise.
Watergirl walks through the raised gate into the narrow right-hand shaft. Jump straight up to collect the white diamond, then return left to the orange plate.
Bring Fireboy back to the left side of the purple lever. Move Watergirl left past it as well. Fireboy touches the lever from the left and returns immediately to its left side so the lever remains on.
Drag the optical knob on the track above the starting gallery to about 72% of its range. Watch the upper-right receiver light. Wait for the floor panel at the far left of the starting gallery to slide right.
Walk either hero left into the opening left by that floor panel and drop into the exit chamber. Fireboy walks left to the red door; Watergirl stops at 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.
lower center
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.
This switch has no connected device in the current room.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2 and Moving platform 3.
lower right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
lower left
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
lower 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 up; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 4.
When powered, it moves right; when power is released, it returns.
middle right
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
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.
Hold the orange gate for the white diamond, then align the upper reflection to open the floor above the two exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. 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.
Switch 1 (lower center): This switch has no connected device in the current room. 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 2 and Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (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 4 (lower center): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.