Crystal · LEVEL 19 · Verified walkthrough
Share the purple and pale-blue pressure plates, switch the white pair off to enter the lower diamond chamber, then restore it for the return. Collect all eleven diamonds and use the original left-hand exits.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle 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 · 19 of 39 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 10 optional. |
| Hazards | 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 levers, 2 plates, 2 moving platforms, 4 portals |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle 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: middle left. Watergirl: middle left. |
Watergirl collects the blue diamond above the starting area, climbs to the green lever and walks through its handle to turn it ON. Visit the lower blue diamond in the left green-crystal shaft and the blue diamond in the middle passage. Climb onto the upper-left purple plate and keep it pressed.
Fireboy collects the red diamond near the bottom-left wall. Jump into the lower green crystal from below; its downward arrival and the following fall build the return bounce needed to reach the upper-left passage and its red diamond. Cross the roof gate while Watergirl holds purple. Collect the two top red diamonds and the red diamond beside the right middle slope, then climb onto the upper-right pale-blue plate.
Watergirl leaves purple, collects the blue diamond in the right middle passage, and uses the white-crystal shaft for the blue diamond by the far-right wall. Return to the upper-right roof and take over the pale-blue plate. Fireboy can now leave it and reach the actual white lever in the middle-right chamber. Walk through that handle to turn the initially active white pair OFF.
Keep Fireboy at the white lever. Watergirl drops down the far-right shaft past both inactive white crystals to the bottom floor. Move left beneath the foot of the tall right wall, then jump onto the lower shelf for the required neutral diamond. This is the final diamond; both white crystals must stay OFF until she is below them.
Fireboy steps clear of the white handle and walks back into it to turn the pair ON. Watergirl leaves the neutral shelf, returns right along the bottom floor and jumps up into the lower white crystal. Follow its downward arrival into the next falling transfer; the return bounce reaches the upper-right roof. Hold the pale-blue plate again.
While Watergirl holds pale-blue, Fireboy walks right out of the white-lever chamber through its lowered gate. Climb the right slope and short upper ledge, then return left over the middle stone shelves. Once he is clear of the gate, Watergirl follows the same middle route and climbs back onto the upper-left purple plate. Keep her there for Fireboy’s roof crossing.
Fireboy jumps from the middle shelves to the stone shelf on the right of the central shaft. Climb onto the small hanging stone above it, then jump left onto the pointed corner beneath the roof. Step onto the top corridor and walk left through the purple gate while Watergirl still holds its plate. Continue to the roof above the left green-crystal shaft.
Fireboy descends around the left shelves to his red door. Watergirl can now leave purple, descend through her safe blue pool and return to the lower green-crystal shaft. If the return passes through the green handle, step clear and walk back through it so the pair is ON again. Jump into the lower green crystal from below, then follow the left shelves to her blue door. Either hero may enter their door first once Fireboy is beyond the roof gate. Finish with all eleven 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.
middle 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 1 and Portal 2.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
middle 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 3 and Portal 4.
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 right
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
lower 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 left
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.
lower right
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
middle right
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
Count the ring-marked diamonds still visible. All 1 are required before both matching doors can finish this room; each hero collects their own color.
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.
Share the purple and pale-blue pressure plates, switch the white pair off to enter the lower diamond chamber, then restore it for the return. Collect all eleven diamonds and use the original left-hand exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
11 diamonds: 5 for Fireboy, 5 for Watergirl, and 1 for either hero. 1 ring-marked diamond is required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
1 blue water pool (middle 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 center): Controls Portal 1 and Portal 2. 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 center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper right): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle center): Controls Portal 3 and Portal 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.