Crystal · LEVEL 23 · Verified walkthrough

The Crystal Chamber 23

Use the lower switches and diagonal crystal to gather the side diamonds, then exchange the orange mirror setting to open the upper passage and roof. Finish by clearing the rising white gate and bringing both heroes to the doors.

Level objective

Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Crystal Chamber 23, crystal level 23: actual game view with Fireboy, Watergirl, diamonds, elemental pools, matching exits, and this level’s mechanisms.
The level at its starting positions. Orange is safe for Fireboy; blue is safe for Watergirl; purple goo is dangerous to both.
Level at a glance
CampaignThe Crystal Temple · 23 of 39
Collectibles7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional.
Hazards1 lava pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms6 levers, 5 moving platforms, 2 portals
Win conditionBring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper right. Watergirl: upper right.

Step-by-step walkthrough

  1. Open the lower green passage

    Fireboy jumps onto the low middle shelf, crosses his lava pool and jumps left onto the green lever shelf. Walk left to the green lever. Watergirl walks right through the newly opened bottom passage and collects the lowest blue diamond.

  2. Bring Watergirl up the middle

    Watergirl jumps left onto the safe right end of the lava shelf, then left again onto the green lever shelf. Walk left across green, jump right onto the next shelf, and jump nearly straight up before moving right onto the higher middle terrace. Collect the blue diamonds on both shelves and walk right across cyan.

  3. Light the beam

    Fireboy jumps left from green onto the yellow lever shelf, collecting its red diamond and turning on the lamp. Leave yellow, return across green to reopen the low passage, then step off the green shelf’s left end and fall to the bottom.

  4. Turn the lower mirror

    Fireboy walks right along the bottom, jumps onto and over the short dividing wall for its red diamond, then walks right to the purple lever. Watergirl steps right off cyan and returns left across it so cyan is off.

  5. Collect Watergirl’s right diamonds

    Watergirl returns to the high middle terrace, jumps right onto the diagonal upper wall, follows its slope, and jumps right onto the right stone ledge. Step left off that ledge for the blue diamond beside the middle wall, then descend right onto the low right shelf for its blue diamond.

  6. Use the diagonal crystal

    From the low right shelf, Watergirl stops slightly right of its left end, leaving room overhead beneath the diagonal stone. Jump nearly straight up before steering left onto the middle diagonal wall, then move up its slope. Jump right onto the higher diagonal stone, continue right over the short wall, then walk right into the diagonal white crystal. She emerges at the left wall.

  7. Reach the orange lever

    Watergirl walks right along the left crystal shelf and jumps onto the shelf above for its blue diamond. Jump left onto the highest left shelf and walk left across orange. Wait there with orange on.

  8. Bring Fireboy around the lower route

    Fireboy jumps left over the bottom dividing wall, returns left to the safe end of the lava shelf and repeats the climb past green to the high middle terrace. Cross cyan to turn it on, then return left along that terrace.

  9. Collect Fireboy’s right diamonds

    Fireboy jumps right onto the upper diagonal wall and across to the right stone ledge. Walk down its right slope for the red diamond. Return left up that slope and jump onto the tall left end of the ledge, then step off its left edge and descend right for the lower red diamond. Continue right into the diagonal white crystal.

  10. Cross the raised upper-left gate

    Fireboy emerges on the left crystal shelf and collects its red diamond. Jump onto the shelf above, walk right through the gate held open by orange’s beam setting, and reach the raised right tip.

  11. Open the roof route

    Watergirl steps right off orange and returns left across it to turn orange off. Wait for the beam to lower the upper-right yellow gate. Fireboy jumps right from the raised tip onto the exit slope, moves left to the top of that slope, then jumps up before steering right onto the roof.

  12. Collect the roof red and reset white

    Fireboy walks right across the roof, through the white lever, to the last red diamond. Return left through white to switch it off, stopping just left of the lever. Wait for the white gate to lower completely.

  13. Clear the rising white gate

    Fireboy nudges right just far enough to switch white on, immediately returns left to the gate and jumps left over its rising top. Continue left onto the roof’s small left end. This short hop must happen before the gate rises into the roof passage.

  14. Bring Watergirl through the upper route

    Watergirl steps right off orange and returns left across it to switch orange on again. Wait for the upper-left gate to rise. Jump right onto the upper-left shelf, walk through the gate to its raised right tip, then jump right to the exit slope, collecting the final blue diamond in the air. Walk right onto the exit floor, stopping before the doors.

  15. Finish at both matching doors

    Fireboy steps left off the roof and drops onto the exit slope. Both heroes walk right onto the exit floor. The white and yellow gates now leave this lower passage clear. Watergirl stops at the blue door and Fireboy continues to the red door; either can arrive first.

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.

How this room’s mechanisms work

  • Switch 1

    lower 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.

    This switch has no connected device in the current room.

  • Switch 2

    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.

    This switch has no connected device in the current room.

  • Switch 3

    lower 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.

  • Switch 4

    middle 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.

    This switch has no connected device in the current room.

  • Switch 5

    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.

    This switch has no connected device in the current room.

  • Switch 6

    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 4.

  • Moving platform 1

    lower left

    At least one of these inputs must be active: Switch 3.

    When powered, it moves up; when power is released, it returns.

  • Moving platform 2

    middle center

    No switch is connected to this mechanism.

    When powered, it moves down; when power is released, it returns.

  • Moving platform 3

    upper left

    No switch is connected to this mechanism.

    When powered, it moves up; when power is released, it returns.

  • Moving platform 4

    upper center

    At least one of these inputs must be active: Switch 6.

    When powered, it moves up; when power is released, it returns.

  • Moving platform 5

    upper right

    No switch is connected to this mechanism.

    When powered, it moves down; when power is released, it returns.

  • Portal 1

    middle left

    This portal needs no switch power.

    Step inside to travel to Portal 2. Step out of the destination before trying to return.

  • Portal 2

    lower right

    This portal needs no switch power.

    Step inside to travel to Portal 1. Step out of the destination before trying to return.

If you get stuck

Check the unfinished objective

The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.

You missed a moving platform

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.

You cannot recover safely

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.

Level questions

How do you finish The Crystal Chamber 23?

Use the lower switches and diagonal crystal to gather the side diamonds, then exchange the orange mirror setting to open the upper passage and roof. Finish by clearing the rising white gate and bringing both heroes to the doors. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Crystal Chamber 23?

14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Crystal Chamber 23?

1 orange lava pool (lower center). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Crystal Chamber 23?

Switch 1 (lower center): 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. Switch 2 (upper left): 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. Switch 3 (lower 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 4 (middle left): 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. Switch 5 (middle center): 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. Switch 6 (upper right): Controls Moving platform 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.