Light · LEVEL 9 · Verified walkthrough
Use the purple plate twice to raise Fireboy on the left-hand shelves. Collect the upper diamonds before descending, leave the green and orange levers open, and take the lower-right route to both exits.
Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Light Temple · 9 of 41 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 1 lava pool, 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 plate, 2 levers, 5 moving platforms |
| Win condition | Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower center. Watergirl: lower center. |
Fireboy walks left off the starting shelf, collecting the red diamond as he falls onto the lift below. Watergirl moves to the right edge of the starting shelf. Jump upwards for a moment before steering right to the small triangular platform over the green pool. This delayed turn collects the first blue diamond.
Move to the triangle’s right edge and jump onto the far bank. Continue to that bank’s right edge, then jump onto the long rising slope farther right. Walk up for the high blue diamond. Walk off the far-right end onto the outer ledge below, then walk left off that ledge to the purple plate. Hold it until Fireboy’s lift finishes rising.
Fireboy jumps right from his raised lift onto the starting shelf, then jumps onto the triangle and across to the far bank. From the bank’s left edge, jump upwards before steering back left onto the triangle, collecting the red diamond overhead. Jump right across again.
Fireboy follows the upper-right slope and walks off its far end. Walk left off the outer ledge below for the right-hand red diamond, then continue to purple. Keep him on the plate while Watergirl returns across the roof.
From the plate shelf, Watergirl jumps upwards before steering right onto the outer ledge. Walk to the right wall and keep pressing right briefly to hold the high end of its slope. Jump upwards before steering left onto the upper shelf’s right lip. Follow the long slope down-left, jump back to the far bank, and use the triangle to cross the green pool to the starting shelf.
Fireboy steps right off purple. Watergirl walks left off the starting shelf and rides the lowered lift down through the blue diamond. Walk right off the lift onto the sloping shelf below, then left off that shelf onto the middle lift. Walk right onto the low left-hand ledge for the next blue diamond.
Watergirl walks to the right edge of that low ledge. Jump upwards before steering right onto the steep ramp, then use another upward jump to reach the green lever’s shelf. Touch green to open its bottom gate. Jump right into her blue pool for the diamond and wait there.
Fireboy uses the same right-wall climb that Watergirl used, then follows the upper slope left and jumps onto the far bank. Walk off that bank’s right edge and land on the narrow shelf below. Walk left off this shelf to fall into the lower red pool, collecting its diamond.
Fireboy walks left from the red pool and off the sloping outer edge. Let him reach the bottom-left floor. Walk left through the orange lever for the red diamond. Leave orange open, then jump left onto the lowest lift and wait.
Watergirl moves to the right end of her blue pool. Jump upwards before steering right onto the tall narrow lip. Jump right to the next shelf and then to the long outer slope. Rise before turning right to clear its short vertical step. Follow the upper route around to purple and hold the plate until Fireboy’s lowest lift has risen.
Fireboy walks right off the lift and uses the two upward-first jumps to climb the steep ramp back to green. His pass changes that lever, so step away and touch it again to leave its gate open. Move to the dry edge beside the blue pool and jump right over the pool onto the tall narrow lip.
Fireboy jumps right to the next shelf, then walks off its right side. Follow the lower slopes to the red diamond beside the bottom-right ridge. He can now walk left through the opened green and orange gates into his red door, or wait near the ridge.
Watergirl leaves purple to the right and drops onto the lower outer shelf. Walk towards its left edge and jump left for the blue diamond. Let her land on the shelf below, then walk off its far-right end to the bottom bank. Follow the bank left, cross the ridge and pass through the opened gates to 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.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1, Moving platform 2, and Moving platform 3.
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 4.
lower 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 5.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
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.
Use the purple plate twice to raise Fireboy on the left-hand shelves. Collect the upper diamonds before descending, leave the green and orange levers open, and take the lower-right route to both exits. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.
1 orange lava pool (lower center), 1 blue water pool (middle center), and 1 purple goo pool (upper center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle right): Controls Moving platform 1, 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 2 (middle left): Controls Moving platform 4. 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 3 (lower left): Controls Moving platform 5. 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.