Crystal · LEVEL 15 · Verified walkthrough

The Crystal Chamber 15

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

Level objective

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.

The Crystal Chamber 15, crystal level 15: actual game view with Fireboy, Watergirl, diamonds, elemental pools, matching exits, and this level’s mechanisms.
The level at its starting positions. Orange is safe for Fireboy; blue is safe for Watergirl; purple goo is dangerous to both.
Level at a glance
CampaignThe Crystal Temple · 15 of 39
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 6 portals, 1 stone box, 6 ice strips
Win conditionBring 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.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Freeze the long pool

    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.

  2. Send Watergirl through orange

    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.

  3. Make Fireboy’s timed crossing

    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.

  4. Reach the lower room

    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.

  5. Move the stone off its ledge

    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.

  6. Send the block through white

    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.

  7. Collect the upper red diamond

    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.

  8. Collect Watergirl’s upper diamonds

    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.

  9. Take Watergirl through green

    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.

  10. Collect the last red diamond

    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.

  11. Bring Fireboy back through green

    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.

  12. Finish together

    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.

How this room’s mechanisms work

  • Switch 1

    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.

  • Switch 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.

  • Switch 3

    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.

  • Switch 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.

  • Portal 1

    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.

  • Portal 2

    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.

  • Portal 3

    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.

  • Portal 4

    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.

  • Portal 5

    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.

  • Portal 6

    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.

  • Stone box 1

    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.

If you get stuck

Check the unfinished objective

The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.

A gate or platform moved back

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.

A jump does not start on ice

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.

You cannot recover safely

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.

Level questions

How do you finish The Crystal Chamber 15?

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.

How many diamonds are required in The Crystal Chamber 15?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Crystal Chamber 15?

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.

What do the switches do in The Crystal Chamber 15?

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.

Why can’t I jump from the ice in The Crystal Chamber 15?

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.