Crystal · LEVEL 17 · Verified walkthrough
Use all four crystal pairs, coordinate the pale-blue sliding platforms, and restore the yellow return pair before the second hero enters its lower shaft. Collect all twelve diamonds, then reach the two bottom exits.
Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower 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 · 17 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 3 levers, 5 moving platforms, 8 portals |
| Win condition | Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower 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: lower left. Watergirl: lower center. |
Watergirl drops into the left shaft for her lower blue diamond, falls through the purple crystal, and uses its upward return to reach the upper-left shelf and the blue diamond there. Walk through the green lever and leave it ON. Fireboy follows the purple route for the lower red diamond and jumps from the sloping shelf to the red diamond above the upper passage. Reopen the green lever if that crossing turns it OFF.
From the upper passage, Fireboy walks right into the long white-crystal shaft. Keep the fall clear of the small middle shelves so the white pair launches him high in the far-right shaft. Collect both red diamonds on the way. Steer left onto the upper-right roof, physically turn the pale-blue lever ON, and wait beside it.
Watergirl returns to the starting shelf, uses the purple pair again, and makes the running jump from the left slope onto the upper passage. Leave the green lever ON. Follow the upper passage right and collect the blue diamond above the pale-blue platform in the left white-crystal shaft. Wait on that platform.
Fireboy steps away from his pale-blue handle and walks back through it to turn it OFF. The upper platform moves right and lets Watergirl descend into the white crystal. Use the white pair to collect the far-right lower blue diamond, then return to the middle shaft. Keep Fireboy by his lever.
Fireboy steps away and back through the pale-blue handle to restore it to ON. Watergirl can now cross the middle openings, collect the blue diamond in the orange-crystal chamber, and reach the lower yellow crystal. Enter yellow to reach its upper chamber and collect the blue diamond there.
Watergirl climbs to the yellow lever shelf. Her first pass turns the initially active yellow circuit OFF; step clear of the handle and walk back into it to restore ON. Wait safely on that shelf. Fireboy still needs the yellow pair to leave the lower shaft.
Fireboy leaves the upper-right roof, uses the orange pair, and collects the red diamond in its left chamber. Cross back to the left lower shaft for the last red diamond, then use yellow to reach the upper-left chamber. Climb past Watergirl’s shelf and descend along the left side to the bottom exit corridor. His passage may now switch yellow OFF; both heroes have finished using it.
Watergirl descends from the yellow lever shelf through the left chamber to the bottom corridor. Walk Fireboy to the red door and Watergirl to the blue door. Once Fireboy has returned from his last yellow transfer, either hero may enter their door first. Finish with all twelve diamonds.
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.
upper left
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 1.
upper right
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 2, Moving platform 3, Moving platform 4, and Moving platform 5.
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 Portal 7 and Portal 8.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 2.
When powered, it moves left; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
middle 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
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
lower left
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.
lower center
This portal needs no switch power.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
lower right
This portal needs no switch power.
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.
lower right
This portal needs no switch power.
Step inside to travel to Portal 5. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Switch 3.
Step inside to travel to Portal 8. Step out of the destination before trying to return.
lower center
At least one of these inputs must be active: Switch 3.
Step inside to travel to Portal 7. Step out of the destination before trying to return.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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 all four crystal pairs, coordinate the pale-blue sliding platforms, and restore the yellow return pair before the second hero enters its lower shaft. Collect all twelve diamonds, then reach the two bottom exits. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower 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.
This room has no elemental pools.
Switch 1 (upper left): Controls Moving platform 1. 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 2 (upper right): Controls Moving platform 2, Moving platform 3, Moving platform 4, and Moving platform 5. 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 center): Controls Portal 7 and Portal 8. 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.