Crystal · LEVEL 16 · Verified walkthrough
Use the yellow gate, timed green passage, orange lift and blue crystals together. Hold the fan for Fireboy, then use its original delayed shutoff for Watergirl’s final return with all twelve diamonds.
Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper 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 Crystal Temple · 16 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 3 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 5 plates, 3 moving platforms, 4 portals, 1 fan |
| Win condition | Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper 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: upper center. Watergirl: upper center. |
Watergirl collects the blue diamond near her starting shelf, drops to the bottom blue diamond, and uses the purple pair to collect the lower-left blue. Return through purple, land on the ledge to its right, and drop onto the green timed plate. Then cross the bottom floor to the far-right yellow plate and hold it to open Fireboy’s starting gate.
Fireboy leaves his starting shelf and collects the red diamond beneath it. Cross the bottom floor for the lower-left red and use the purple pair to reach the small left ledge and its red diamond. Jump right over the purple crystal onto the next ledge, then climb onto the higher middle shelf. Wait to the left of the green gate.
Once Fireboy is out of his starting enclosure, Watergirl can leave yellow. Return along the bottom, use purple again, and hold the green timed plate. Fireboy crosses the open green passage and follows the descending middle ledges to his safe red pool. Collect its red diamond and jump onto the orange lift at the far-right wall while it is still low.
Watergirl leaves green, climbs from the ledge beside the purple crystal onto the higher middle shelf, and crosses the gate before its timer expires. Follow the descending ledges to the orange plate and stand on it. Fireboy rides the lift upward, jumps left for the upper-right red diamond, then jumps onto the blue plate above. Keep him on blue.
Watergirl leaves orange and collects the blue diamond over her safe right-hand pool. Jump into the lower blue crystal at the right wall. After appearing above, steer left away from the red pool, collect the high blue diamond, and descend onto the pale-blue timed fan plate in the upper middle. Keep it held.
Fireboy leaves blue and drops around the right end of its shelf. Follow the upper-middle passage left, then jump across the blue pool to collect its red diamond and land on the dry bank beyond it. Continue left across his safe red pool and enter the powered fan. Ride upward and move right onto the roof containing the two exits. He can wait between the doors or enter his red door.
With Fireboy safely on the exit roof, Watergirl leaves the pale-blue plate and runs left across her blue pool. Jump left from the dry bank over the red pool, collecting the final blue diamond and continuing into the fan without pausing. Its source timer keeps it powered for 3.2 seconds after release, long enough to begin the return ascent. Steer right onto the exit roof.
Walk Watergirl to the blue door and Fireboy to the red door. Either may finish first once Fireboy has reached the roof. Both heroes return with every original diamond; the green and fan timers reset normally when their plates are pressed again.
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 center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
lower right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
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 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 right
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
middle left
This portal needs no switch power.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
lower left
This portal needs no switch power.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
middle right
At least one of these inputs must be active: Switch 5.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
upper right
At least one of these inputs must be active: Switch 5.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
upper left
At least one of these inputs must be active: Switch 1.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
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 yellow gate, timed green passage, orange lift and blue crystals together. Hold the fan for Fireboy, then use its original delayed shutoff for Watergirl’s final return with all twelve diamonds. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper 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.
3 orange lava pools (upper right, middle left, and middle right) and 2 blue water pools (middle center and lower right). Fireboy can enter orange lava; Watergirl must avoid it. 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 center): Controls Fan 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (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 5 (upper 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.