Crystal · LEVEL 21 · Verified walkthrough
Free Watergirl with the right counterweight, collect the upper diamonds together, then move its heavy block into a climbing step. Use the left counterweight to bring Watergirl back to her exit. There are eight diamonds in this room.
Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 21 of 39 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 2 lava pools, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 3 plates, 8 moving platforms, 2 stone boxes |
| Win condition | Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower center. Watergirl: middle center. |
Fireboy walks right and jumps onto the ledge beside the pale blue lever. Turn the lever off again before the counterweight falls far, then jump for the red diamond above the ledge. If walking past the lever turns it on, use it again to hold the lift in place.
Move towards the right edge of the lever ledge, staying close enough to use the lever. Turn it on and immediately jump right onto the nearby lift. The heavy block on the other side lowers its platform and raises Fireboy. Step left onto the long stone roof when the lift reaches it.
Walk left along the roof, then jump across the gap onto the green pressure plate. Stay on it until Watergirl’s starting platform has lowered fully. Watergirl can then walk left out of the narrow shaft.
Watergirl walks left to the foot of the upper diagonal ramp. Jump upwards before steering right onto its sloping tip, then jump for the blue diamond above it. Walk up the ramp to the purple pressure plate and remain there.
Fireboy leaves the green plate and jumps left onto the diagonal bridge. Climb left, jump over the lowered purple gate, and collect the red diamond above the lava basin. Jump out over the basin’s left rim, step left into the lower lava shelf, then walk right off that shelf through the next red diamond. Land on the middle-left platform.
Watergirl leaves the purple plate, follows the central ramp down to the green plate, and jumps right across the gap onto the stone roof. Jump for the blue diamond there, then continue right and drop down the outside shaft to the bottom floor.
Watergirl walks left under the right-hand arch and pushes the heavy block off its counterweight platform. Keep pushing it left until it is beside the tall central wall. Jump onto the block, collecting the low blue diamond, then jump upwards before steering left over the wall into the water basin.
Watergirl walks left across the water basin, hops over its left lip and moves onto the low lift to the left. Wait there. Fireboy steps off the left edge of his middle platform, drops to the bottom and walks left through the final red diamond onto the orange pressure plate.
Keep Fireboy on the orange plate. It withdraws the support beneath the second heavy block, raising Watergirl’s lift. Once the lift has stopped, Watergirl jumps up and right onto the long middle corridor. Walk right beneath the remaining blue diamond, then jump to collect it.
Watergirl follows the middle corridor right into her blue door. Fireboy leaves the orange plate, walks right, jumps over the low stone lip and follows the bottom passage to his red door. Either character can enter first. Finish with all eight diamonds and both characters at their matching exits.
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.
lower 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 3.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 8.
upper right
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
lower right
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
upper right
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
middle left
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
lower left
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
middle left
At least one of these inputs must be active: Switch 4.
When powered, it moves left; when power is released, it returns.
upper 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.
middle 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.
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.
Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.
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.
Free Watergirl with the right counterweight, collect the upper diamonds together, then move its heavy block into a climbing step. Use the left counterweight to bring Watergirl back to her exit. There are eight diamonds in this room. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (upper left and middle left) and 1 blue water pool (lower center). 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 (lower right): Controls Moving platform 3. 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 (middle center): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper center): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower left): Controls Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.