Crystal · LEVEL 13 · Verified walkthrough
Send the heavy crate through yellow to load the pulley, share the white plate for the upper chamber, then collect all twelve diamonds and return through blue.
Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the lower 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 · 13 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 3 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 1 lever, 4 moving platforms, 6 portals, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the lower 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: middle right. Watergirl: lower right. |
Watergirl crosses the bottom blue pools for the bottom and lower-right blue diamonds. Use the lower stones to reach the purple plate. Wait for its platform to descend fully, jump left onto it, and ride it back up after the timer expires. Jump left across the yellow crystal to the middle ledge for its blue diamond.
Fireboy jumps over the small stone at the bottom left for its red diamond, then drops onto the left pulley deck. Leave him on that deck before moving the crate.
Watergirl approaches the heavy crate from the right and pushes it left off its ledge. It falls through the left yellow crystal onto the right pulley deck. Follow it through yellow. The heavy crate lowers that deck and raises Fireboy on the left. Fireboy can now jump into the left yellow crystal and reach the middle ledge on the other side.
Fireboy climbs the left ledges, crosses the upper-middle shelf for its red diamond, then returns to the upper-left red diamond. Stay on the white plate beside it. Meanwhile, Watergirl leaves the weighted deck, returns across the bottom to purple, rides its platform up again, and climbs left for the remaining left-side blue diamond.
With Fireboy holding white, Watergirl climbs onto the shelf containing the lower white crystal and walks through it. Collect the blue diamond in the upper chamber. Fireboy must briefly step off white so she can walk left past the chamber crystal and touch the orange lever.
Fireboy returns to white. Watergirl walks right into the chamber crystal to come back out below. Continue right through the passage opened by orange and use the blue pair to reach the middle-right ledge. Move left up its rising stone, then jump right towards the high blue diamond beneath the upper crystal.
Fireboy leaves white and drops around the left ends of the shelves to the middle ledge. Jump right across yellow onto the raised purple platform for the red diamond above it. Jump back left and climb the left-hand stairs again to regain the upper-middle passage.
Pass the open orange gate and follow the right-hand ledges. Near the far-right end of the sloping ledge, make a short jump into the low passage beneath the small shelf for its red diamond. The blue crystal returns Fireboy to the middle ledges.
Fireboy returns right and jumps onto the small shelf above blue. Jump left onto the next shelf, then move towards its left end. Jump upward before steering right, so his feet clear the low roof, and land on the upper-right shelf for the last red diamond. All twelve diamonds are collected.
From the upper-right shelf, move to its left edge, jump upward, then steer left onto the highest shelf beside blue. Watergirl climbs the same alternating right-hand shelves and joins Fireboy there.
Move left from the highest shelf, clear the sloping stone and descend into the upper blue crystal. It delivers each hero below the lower crystal. Fireboy follows the lower stone ramp left to his red door; Watergirl stays at the blue door on the right. Either hero can finish 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 right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper 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.
Controls Moving platform 4.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 3 and Portal 4.
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.
middle center
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
middle center
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.
When powered, it moves up; when power is released, it returns.
middle center
This portal needs no switch power.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
middle left
This portal needs no switch power.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
upper left
At least one of these inputs must be active: Switch 3.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
upper center
At least one of these inputs must be active: Switch 3.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
middle right
This portal needs no switch power.
Step inside to travel to Portal 6. Step out of the destination before trying to return.
upper right
This portal needs no switch power.
Step inside to travel to Portal 5. Step out of the destination before trying to return.
middle left
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.
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.
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.
Send the heavy crate through yellow to load the pulley, share the white plate for the upper chamber, then collect all twelve diamonds and return through blue. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the lower 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.
3 blue water pools (lower 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.
Switch 1 (lower right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (upper center): 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 (upper left): Controls Portal 3 and Portal 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.