Crystal · LEVEL 24 · Verified walkthrough
Share the green and white lifts, switch the fan off for the lower diamonds, use the orange platforms to power purple, then climb back to the two upper-right diamonds and exits.
Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 11 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 24 of 39 |
|---|---|
| Collectibles | 5 fire diamonds, 6 water diamonds. 0 marked diamonds required; 11 optional. |
| Hazards | 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 levers, 5 plates, 8 moving platforms, 2 portals, 1 fan |
| Win condition | Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 11 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: middle right. Watergirl: middle right. |
Watergirl moves left from her starting shelves and jumps onto Fireboy’s starting ledge. Continue left to the upper green plate. Fireboy crosses left, jumps onto the green lift against the wall, and waits while Watergirl stands on green to raise him.
Fireboy jumps right from the raised lift onto the long top shelf, collects its red diamond, and returns to the white plate. His weight lowers the white platform below.
Watergirl moves right onto the lowered white platform, then left for the middle-left blue diamond. Return to the white plate on the shelf below. Fireboy drops around the left end of the top shelf, crosses the starting ledge and descends onto the lowered white platform. Jump right for the middle red diamond.
Watergirl holds the middle green plate while Fireboy boards the green lift at the far left. She steps off so it descends; Fireboy steps onto the lowest green plate to raise the lift for her. Watergirl boards it, Fireboy steps off, and both reach the long lower-left shelf.
Watergirl moves right off the long shelf near the fan, then steers left onto the blue pool shelf for its diamond. Drop around that shelf’s left end into the lowest blue pool for the next diamond. Walk right to the yellow lever and switch the fan off.
With the fan off, Fireboy walks right off the long lower-left shelf, collects the red diamond in the shaft, and lands on the bottom floor. Continue right and jump onto the lower orange platform while Watergirl stays near yellow.
Watergirl walks right to the orange lever, shifting all three orange platforms left with Fireboy aboard. Fireboy jumps onto the upper orange platform, then jumps upward before steering right onto the top of the tall divider. Jump right for the red diamond and drop into the right-hand shaft to activate purple at the bottom.
Fireboy jumps left onto the lower-right orange platform. Watergirl steps away from the orange lever and back across it to move the platforms right. Fireboy jumps onto the upper platform and then onto the divider. Watergirl crosses orange once more to move the platforms left, letting him return left over the central pointed stone.
Leave Fireboy near the bottom of the fan column. Watergirl jumps onto the left-shifted orange platforms for the blue diamond above them, then returns left along the bottom floor towards yellow.
Watergirl stops just to the right of yellow. Fireboy jumps in the fan column; immediately move Watergirl left across yellow to turn the fan on. The rising air carries Fireboy back up. Steer him left onto the long lower-left shelf and leave him on its green plate.
Watergirl returns right, jumps into the fan and steers towards the blue diamond on its upper-right edge. After collecting it, return left onto the long lower-left shelf. Move Fireboy off green so the lift against the left wall lowers.
Watergirl jumps onto the lowest green lift. Fireboy holds green to raise her; she jumps right onto the next shelf. Release green, let Fireboy board the same lift, and have Watergirl hold the middle green plate to raise him. Both now stand on the middle-left shelf.
Fireboy stands on the lower white plate to lower its platform. Watergirl jumps up onto it; Fireboy leaves white so it rises to the starting ledge. Keep Fireboy on the middle shelf and off the plates while Watergirl moves left and jumps onto the highest green lift. Fireboy then holds the middle green plate to raise her onto the top shelf.
Watergirl stands on the upper white plate so Fireboy can jump onto the lowered white platform. She steps off to raise him to his starting ledge. Watergirl walks left off the top shelf, lands on the upper green lift and follows him right. Both jump from the starting ledge to the small shelf beside the cyan gate.
Watergirl walks right through the lower purple crystal and emerges above the upper-right shelf. Landing by the cyan lever raises its gate; collect the blue diamond to the left, then return across the lever to lower it. Fireboy follows through purple and collects the high red diamond. Move clear of cyan and cross it again as needed until the gate is raised. All eleven diamonds are collected.
Each hero walks left into the lower purple crystal again, steering left from the upper crystal onto the high shelf. Continue left and drop onto the small shelf beside the raised cyan gate. Drop around the small shelf’s left edge onto the long exit passage, then walk right to the matching door. Either hero may enter 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.
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 1.
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 Portal 1 and Portal 2.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2, Moving platform 4, and Moving platform 5.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2, Moving platform 4, and Moving platform 5.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2, Moving platform 4, and Moving platform 5.
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.
Controls Moving platform 6, Moving platform 7, and Moving platform 8.
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 Fan 1.
middle right
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 3, Switch 6, and Switch 7.
When powered, it moves up; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 4 and Switch 5.
When powered, it moves down; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 3, Switch 6, and Switch 7.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 3, Switch 6, and Switch 7.
When powered, it moves up; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 8.
When powered, it moves left; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 8.
When powered, it moves left; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 8.
When powered, it moves left; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 2.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
upper right
At least one of these inputs must be active: Switch 2.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
lower center
At least one of these inputs must be active: Switch 9.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
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.
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 green and white lifts, switch the fan off for the lower diamonds, use the orange platforms to power purple, then climb back to the two upper-right diamonds and exits. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 11 unmarked diamonds are optional; collect every diamond for a perfect clear.
11 diamonds: 5 for Fireboy and 6 for Watergirl. None are required to finish. 11 unmarked diamonds are optional collectibles for a perfect clear.
2 blue water pools (lower left). Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (upper right): 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 (lower right): 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 3 (upper left): Controls Moving platform 2, Moving platform 4, and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (upper left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (middle left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (middle left): Controls Moving platform 2, Moving platform 4, and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (middle left): Controls Moving platform 2, Moving platform 4, and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 8 (lower center): Controls Moving platform 6, Moving platform 7, and Moving platform 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. Switch 9 (lower left): Controls Fan 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.