Crystal · LEVEL 15 · Verified walkthrough
Freeze the long pool, cross the timed orange passage and send the stone block through the white crystal. The block holds the white button while both players collect ten diamonds and use the green return passage.
Page updated
Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 15 of 39 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 6 portals, 1 stone box, 6 ice strips |
| Win condition | Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Watergirl walks right through the long water pool and collects its blue diamond. From the sloping bank on the right, jump straight up before moving right onto the pale blue button ledge. Stand on that button until the cold beam freezes the pool.
Fireboy climbs the small rise beside the starting ledge, then jumps up and left onto the orange button. Keep him there. Watergirl leaves her button to the left, drops below its ledge, then walks right through the orange crystal. Move right immediately after appearing on the left side of the middle corridor.
Watergirl walks along the middle corridor to the white button on the right and stays there. Fireboy leaves orange and runs right across the frozen pool without jumping. Continue underneath the right-hand ledge into orange before the timer runs out, then move right away from its matching crystal.
Fireboy collects the red diamond in the middle corridor. From just left of the small central ice shelf, jump upwards before steering right onto it. Climb the icy slope to the upper shelf. Take a running jump from its right edge into the white crystal in the upper-right wall. It brings him to the lower-left chamber.
Jump straight up for the low red diamond. Jump onto the left edge of the stone block’s ledge, then onto the block and over its right side. Push it left off the ledge and let it fall to the lower floor.
Fireboy goes around the right end of that ledge and drops to the floor underneath it. Walk left beneath the ledge and push the block into the lower white crystal. Keep Watergirl on the white button until the block appears above her. She then steps left out of its landing path. The block falls onto white and keeps both crystals open.
Fireboy enters the lower white crystal and steers left as he appears above. Collect the red diamond during the fall, then wait on the block or the upper-right ledge while Watergirl explores. Keep the block on its button.
Watergirl returns left along the middle corridor, jumps up and right onto the small ice shelf and collects its blue diamond. Climb the icy slope, take a running jump from the upper shelf’s right edge through the high blue diamond and enter white to reach the bottom chamber.
Collect the lower-left blue diamond with a jump, then jump right over the narrow rising wall onto the long central platform. Walk over the green timed button. Continue right off the platform, drop to the floor and walk left through the small water pool for its blue diamond. Enter the lower green crystal before its timer ends, then move right onto the upper ledge.
Fireboy returns to the central ice shelf, climbs it and takes the running jump into white again. In the lower room, jump from beside the rising wall onto the central platform. Walk right and jump for the red diamond beneath the large pool.
Fireboy returns to the green button to refresh its timer, then walks right off the platform. Drop to the bottom floor and approach the small water pool from the right. Jump left across it, continue into green and move right after arriving on the upper ledge.
Wait for the green timer to expire before walking left, so the crystal does not send either player back downstairs. Follow the upper stone path to the matching red and blue doors. Either player may 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 left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 1 and Portal 2.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This switch has no connected device in the current room.
middle right
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 center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 5 and Portal 6.
upper left
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
middle right
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
upper right
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.
lower left
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.
upper center
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 6. Step out of the destination before trying to return.
lower center
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 5. Step out of the destination before trying to return.
lower 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.
Move completely onto a dry stone edge, let the hero settle, release Jump, and press it again. Fireboy keeps sliding, so start braking before the edge.
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.
Freeze the long pool, cross the timed orange passage and send the stone block through the white crystal. The block holds the white button while both players collect ten diamonds and use the green return passage. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
2 blue water pools (middle center 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 (middle left): Controls Portal 1 and Portal 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): This switch has no connected device in the current room. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle right): Controls Portal 3 and Portal 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Portal 5 and Portal 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This level has 6 ice strips. Neither hero can jump while standing on ice. Move onto the dry stone edge first; Fireboy slides farther, while Watergirl moves more slowly on ice.