Crystal · LEVEL 12 · Verified walkthrough
Pass the crate through orange, leave it on purple, then climb together and share the white plates to reach the upper exits.
Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 12 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 1 lava pool, 1 water pool, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 3 plates, 2 moving platforms, 4 portals, 1 hanging plank, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper right. Watergirl: upper right. |
Watergirl jumps onto the small island above the left orange crystal for its blue diamond, then drops to the floor on the right of that crystal. Fireboy uses the orange pair to reach the right side and jumps onto its island for the red diamond.
Fireboy jumps over the crate at the bottom right, approaches it from the right and pushes it left through orange. Watergirl receives it from the right of the left crystal and pushes it left until she passes through the crystal herself. Leave the receiving area clear before Fireboy follows.
Fireboy returns through orange and pushes the crate left onto the purple plate. Watergirl follows once the crate is clear. Leave the crate on the plate to lower the vertical purple gate. Jump onto the crate, then onto the left staircase, and climb to the far-left shelf.
Jump right over the pointed stone onto the long middle shelf. Watergirl collects the blue diamond on the left; Fireboy collects the red above the middle shelf. Both jump over the purple goo. Fireboy continues to the far-right red diamond.
Watergirl uses the shelf above the middle lava to reach the right-hand steps and her high blue diamond. Fireboy joins her. Climb the alternating shelves right, left, right and left. Move out from beneath each overhang before jumping to the next shelf.
From the upper-right passage, jump left onto the hanging platform, then left again onto the safe ledge beside the goo. Watergirl collects the blue diamond over the platform. Fireboy returns to its left edge for the red diamond, then jumps back to the safe ledge.
Each hero drops from the far-left ledge into the lower green crystal. As the upper crystal launches the hero upwards, steer right onto the upper-left shelf.
Watergirl jumps up and left from the upper-left shelf to collect the high blue diamond, then stands on the white plate in the corner. Wait for the white bridge to lower fully.
Fireboy crosses the lowered bridge, collects its red diamond and the red diamond over the upper-right shelf, then stands on the white plate below Watergirl’s door. Watergirl can now leave her plate, cross the same bridge and collect the final blue diamond.
Fireboy walks right to the red door. Watergirl jumps onto the higher shelf containing the blue door. Either character can enter first; both must be at their matching exits to finish.
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
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 2 and Switch 3.
When powered, it moves down; when power is released, it returns.
lower center
This portal needs no switch power.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
lower right
This portal needs no switch power.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
upper left
This portal needs no switch power.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
middle left
This portal needs no switch power.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
middle center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
lower right
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.
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.
Pass the crate through orange, leave it on purple, then climb together and share the white plates to reach the upper exits. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. 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 right), and 2 purple goo pools (middle center and lower 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 (lower center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (upper left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper right): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.