Crystal · LEVEL 2 · Verified walkthrough
Clear the blue beam, push the lower mirror into the yellow beam, and use the green lever to open the middle gate. Collect six diamonds, then aim the dial at the middle receiver to open the exit-floor gap.
Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 2 of 39 |
|---|---|
| Collectibles | 3 fire diamonds, 3 water diamonds. 0 marked diamonds required; 6 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 1 lever, 4 moving platforms, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower left. Watergirl: lower left. |
Move both heroes right along the bottom floor. Jump over the short pillar; Fireboy collects the lowest red diamond. Wait on the rising slope before the blue gate. With both heroes out of the beam, the blue receiver raises the gate.
Jump through the open gate and walk up the right slope. Fireboy pushes the mirror a little farther right, beneath the vertical yellow beam. Stop when the reflected light travels right into the wall receiver and lowers the gate on the walkway above.
Fireboy walks to the right of the lower ramp’s tip. Jump straight upward before steering left onto the ramp, collecting its red diamond. Continue left, jump through the opened gate and walk onto the middle landing. Jump upward before steering right onto the higher ledge with the green lever.
Watergirl follows the lower climb, then jumps right from the sloping walkway through the blue diamond near the wall. Land on the lower floor. Return left and climb the same ramp and open gate to the high lever ledge.
Watergirl crosses the green lever and jumps for the high blue diamond. The lever turns the upper-right mirror to send light into the ceiling receiver, lowering the middle gate. Leave the lever on.
Watergirl jumps left over the lever and drops onto the middle walkway. Fireboy follows. Cross the lowered middle gate: Fireboy jumps for the red diamond and Watergirl for the blue diamond farther left. All six diamonds should now be collected.
Move Watergirl left of the dial by jumping toward the shelf covering the exit gap. Keep both heroes clear of the knob. Drag the knob slightly to the right of its centre until the yellow beam slopes down from the upper-left mirror into the receiver beside the middle gate. The shelf above the exits slides right.
Fireboy jumps left over the dial and follows Watergirl through the open gap. Land on the stone floor between the two doors. Keep the dial aligned while both descend.
Fireboy walks left into the red door and Watergirl right into the blue door. Either hero may enter first. Both must reach their own doors with all six diamonds collected.
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 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.
This switch has no connected device in the current room.
lower center
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
middle right
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
middle center
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
middle left
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
lower right
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.
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.
Clear the blue beam, push the lower mirror into the yellow beam, and use the green lever to open the middle gate. Collect six diamonds, then aim the dial at the middle receiver to open the exit-floor gap. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.
6 diamonds: 3 for Fireboy and 3 for Watergirl. None are required to finish. 6 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (middle right): This switch has no connected device in the current room. 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.