Crystal · LEVEL 26 · Verified walkthrough
Share the cyan gate, move the original crate down to the purple plate, and keep the return crystals powered while both heroes collect all twelve diamonds and climb to the exits.
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 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 26 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 2 plates, 2 moving platforms, 4 portals, 1 stone box |
| Win condition | 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 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper right. Watergirl: upper right. |
Watergirl walks left for the blue diamond on her starting shelf, then follows the right end down into her safe blue pool. Collect its diamond and use the green crystal from the right to emerge on the dry side of the left pool. Continue right along the middle ramp for its blue diamond.
Fireboy collects the red on his starting shelf, drops around the left end of the middle shelf into his safe red pool, and collects its diamond. Use green and the middle ledges to reach the remaining middle-right reds. Finish this tour on the dry bottom-right floor.
Watergirl descends to the lower-right stone platform, walks to its left slope, then jumps left onto the long lower-left shelf. Walk left to the cyan plate. This raises the bottom gate and opens Fireboy’s passage to the orange lever.
Fireboy walks left along the bottom floor and touches the orange lever. Return to the right of the long lower-left shelf. Jump straight up before steering left onto its end, then jump over the raised cyan gate. Collect the red above the cyan plate and keep the plate pressed.
Watergirl leaves cyan, jumps over the raised gate and drops off the shelf’s right end. Pass beneath the raised gate for the bottom-left blue diamond, then return right for the bottom-right blue diamond. Wait on the purple plate at the far right.
Fireboy moves to the right of the small crate ledge. Jump upward before steering left onto its right edge. Push the crate left off that ledge and let it settle on the lower stone slope. Jump to its left side.
Push the crate right, down the slope and along the lower shelf. Continue as it drops off the shelf’s right end, then push it across the flat bottom floor onto purple. Stop with the crate resting on the plate. Its weight must keep both purple crystals powered after the heroes leave.
Fireboy jumps from the bottom floor onto the lower-right platform, using a vertical takeoff before steering left around its edge. From that platform, jump right into the lower purple crystal. It returns him to the upper-left chamber. Follow the upper slopes right and jump for the red diamond above them. Wait short of the exits.
Watergirl jumps left over the crate, leaving it on purple. Use the same lower-right platform and purple crystal as Fireboy. At the upper-left slopes, jump for the high blue diamond. All twelve diamonds are now collected.
Watergirl follows the upper stone route right to her blue door. Fireboy jumps from the last ridge onto the higher shelf for his red door. Either hero may enter first; the original crate remains on purple throughout both returns.
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 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.
lower 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.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
middle left
This portal needs no switch power.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
middle right
This portal needs no switch power.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
upper left
At least one of these inputs must be active: Switch 2.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
lower right
At least one of these inputs must be active: Switch 2.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
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.
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 cyan gate, move the original crate down to the purple plate, and keep the return crystals powered while both heroes collect all twelve diamonds and climb to the exits. 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 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.
1 orange lava pool (middle left) and 1 blue water pool (middle right). 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 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 2 (lower 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 3 (lower left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.