Light · LEVEL 6 · Verified walkthrough
Collect all four diamonds, send the crate down the outer-left slopes, then use the purple plate to position Fireboy above the lowered exit gate. He rides and braces its return while Watergirl climbs onto it and jumps into her upper door; Fireboy finishes below.
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. The 4 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Light Temple · 6 of 41 |
|---|---|
| Collectibles | 2 fire diamonds, 2 water diamonds. 0 marked diamonds required; 4 optional. |
| Hazards | 1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 3 moving platforms, 1 stone box, 1 rolling stone |
| Win condition | 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. The 4 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower left. Watergirl: lower left. |
Watergirl walks to the right edge of the starting shelf and jumps right onto the upper roof. Continue right, pushing the loose ball along the roof, and collect the blue diamond near its far end. The ball rolls into the right-hand galleries; this route does not need to bring it to the lower plate.
Fireboy walks off the starting shelf to the right and drops onto the small ledge below. Continue right into his safe red pool for the red diamond, then push the crate right onto the green plate. Leave it there briefly: the upper-right shelf rises while the shelf below it descends.
Watergirl returns left along the upper roof and jumps left onto the small ledge below the starting bay. Step off its right edge, then steer left through the outer shaft. Collect the blue diamond beside the left wall and wait on the sloping ledge below. Keep clear of the red pool to the right.
Fireboy jumps up onto the crate, steps off its right side and pushes it left across his red pool. Follow it off the left end of that shelf. The crate tilts and rolls down the original outer slopes; let it move under gravity. Watergirl walks right down her sloping ledge and drops beside Fireboy onto the bottom-left bank. Wait for the crate to finish descending onto that bank, then Fireboy jumps for the last red diamond above it.
Watergirl jumps upward before steering right onto the settled crate, then jumps right off it into her safe blue pool. Cross the pool and continue along the bottom passage. Jump over the raised step before the far-right basin, then walk down into the basin onto the purple plate. Stay there until the tall exit gate on the left has lowered fully. Fireboy waits on the dry bank beside the crate.
While Watergirl keeps the purple plate pressed, Fireboy walks left to stand directly above the lowered gate, which has retracted into the floor. Watergirl can now walk left out of the basin. The returning gate picks Fireboy up and rises until his head reaches the original ceiling above it; he remains standing on the gate and prevents it from closing farther. Keep Fireboy still while Watergirl returns.
Watergirl walks left along the bottom passage, jumps back into the blue pool and crosses it to the left bank. Jump onto the crate from its right side and jump left along its top, moving it nearer the gate. Walk left from the crate onto the gate beside Fireboy. Both heroes now have real support on the same gate surface.
Keep Fireboy still until Watergirl reaches her upper door. Watergirl runs left across the braced gate. Jump promptly as she clears its left ceiling edge, then steer left onto the upper door shelf. Jumping too early hits the sloped roof; waiting too long drops her below the shelf. Walk left into the blue door and leave her there. Fireboy then walks left off the gate and drops to the lower floor, where he enters the red door. This route finishes with Watergirl 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 center
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.
lower right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper right
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
upper center
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.
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.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
Collect all four diamonds, send the crate down the outer-left slopes, then use the purple plate to position Fireboy above the lowered exit gate. He rides and braces its return while Watergirl climbs onto it and jumps into her upper door; Fireboy finishes below. 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. The 4 unmarked diamonds are optional; collect every diamond for a perfect clear.
4 diamonds: 2 for Fireboy and 2 for Watergirl. None are required to finish. 4 unmarked diamonds are optional collectibles for a perfect clear.
1 orange lava pool (middle left) and 1 blue water pool (lower center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle center): 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 right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.