Crystal · LEVEL 25 · Verified walkthrough

The Timed Portal Puzzle

Share orange to visit the bottom corridor, hold cyan for the ceiling-crystal trip to the white diamond, then exchange the orange holder before taking both exits.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Timed Portal Puzzle, crystal level 25: 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 · 25 of 39
Collectibles4 fire diamonds, 4 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 8 optional.
Hazards4 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms6 plates, 4 moving platforms, 6 portals
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Collect the middle diamonds

    Fireboy walks right along the starting shelf for its red diamond. Watergirl jumps right from her lower starting ledge onto that shelf and walks right for its blue diamond. She returns to the shelf’s left end.

  2. Visit the blue above cyan

    Watergirl jumps left across the gap onto the cyan plate shelf, collecting its blue diamond. Fireboy returns to the left end of the middle shelf, follows the same jump, and stands on cyan.

  3. Collect Watergirl’s lower blue

    Watergirl steps off the right edge of cyan’s shelf, lands on her starting ledge and walks left to fall onto the shelf with the blue diamond. Step off its right edge again and return left onto the lowest shelf, beside the upper orange crystal.

  4. Hold orange for the first descent

    Fireboy leaves cyan, drops around the right edge of its shelf to the starting ledge, and walks left down to the next shelf. Jump right onto the starting ledge, then jump left onto the orange plate. Hold it while Watergirl walks left into the upper orange crystal. She emerges in the bottom corridor and walks right for the low blue diamond. Continue almost to the far-right purple crystal and wait.

  5. Position cyan beneath the ceiling crystal

    Fireboy leaves orange, walks right onto the starting ledge and jumps onto the middle shelf. Return to its left end, jump left to cyan and hold it until the upper cyan platform finishes moving right beneath the ceiling crystal.

  6. Reach the required white diamond

    Watergirl enters the purple crystal at the far-right end of the bottom corridor. She falls from its ceiling partner onto the cyan platform. Move to the platform’s right end and jump right across the shadow pool onto the safe central island, collecting the white diamond. Fireboy keeps holding cyan throughout.

  7. Return through purple

    Watergirl moves to the island’s left edge, then jumps left onto the cyan platform. Stand directly below the ceiling crystal and jump straight up into it. She returns to the far-right bottom corridor. Stop and wait there.

  8. Reopen orange for Watergirl

    Fireboy repeats the descent from cyan’s shelf to the lower-left shelves. Jump right onto the starting ledge and left onto orange. Watergirl walks left across the bottom corridor into the lower orange crystal and emerges beside the lowest left shelf.

  9. Exchange the orange holder

    Watergirl walks right up the lowest shelf’s slope, then jumps left onto the shelf above. Jump right onto the starting ledge and left onto the orange plate beside Fireboy. She now holds orange.

  10. Collect Fireboy’s lowest diamonds

    Fireboy leaves orange to the right, falls past the lower shelves and walks left onto the lowest shelf for its red diamond. Walk left through the upper orange crystal, then right along the bottom corridor for the far-right red diamond. Watergirl stays on orange.

  11. Bring Fireboy back upstairs

    Fireboy returns left through the lower orange crystal. Walk up the lowest shelf’s right slope, jump left onto the next shelf, jump right onto the starting ledge, and jump right again onto the middle shelf.

  12. Collect the final red

    Fireboy jumps right from the middle shelf’s left end onto the exit shelf. Continue past the red door for the high red diamond, then wait on the shelf to the right of his door. His brief earlier visit to the door does not finish the room while Watergirl is still downstairs. All nine diamonds are collected.

  13. Bring Watergirl to the exit shelf

    Watergirl leaves orange to the right and reaches the starting ledge. Jump right to the middle shelf, then jump right onto the exit shelf. Wait to the left of the blue door.

  14. Finish at the matching doors

    Watergirl walks right to the blue door. Fireboy walks left to the red door. Either character 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

    middle left

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 1.

  • Switch 2

    middle right

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 2.

  • Switch 3

    middle right

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Portal 3 and Portal 4.

  • Switch 4

    middle left

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Portal 5 and Portal 6.

  • Switch 5

    middle center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 4.

  • Switch 6

    middle center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 3.

  • Moving platform 1

    upper left

    At least one of these inputs must be active: Switch 1.

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

  • Moving platform 2

    upper right

    At least one of these inputs must be active: Switch 2.

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

  • Moving platform 3

    middle center

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

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

  • Moving platform 4

    middle center

    At least one of these inputs must be active: Switch 5.

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

  • Portal 1

    upper 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.

  • Portal 3

    middle right

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

    Step inside to travel to Portal 4. Step out of the destination before trying to return.

  • Portal 4

    middle right

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

    Step inside to travel to Portal 3. Step out of the destination before trying to return.

  • Portal 5

    lower left

    At least one of these inputs must be active: Switch 4.

    Step inside to travel to Portal 6. Step out of the destination before trying to return.

  • Portal 6

    lower left

    At least one of these inputs must be active: Switch 4.

    Step inside to travel to Portal 5. Step out of the destination before trying to return.

If you get stuck

Check the unfinished objective

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 gate or platform moved back

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.

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 Timed Portal Puzzle?

Share orange to visit the bottom corridor, hold cyan for the ceiling-crystal trip to the white diamond, then exchange the orange holder before taking both exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Timed Portal Puzzle?

9 diamonds: 4 for Fireboy, 4 for Watergirl, and 1 for either hero. 1 ring-marked diamond is required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Timed Portal Puzzle?

4 purple goo pools (upper center, upper left, middle right, and lower center). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Timed Portal Puzzle?

Switch 1 (middle left): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle right): Controls Portal 3 and Portal 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle left): Controls Portal 5 and Portal 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (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 6 (middle center): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.