Crystal · LEVEL 27 · Verified walkthrough
Use the fans to collect the lower diamonds, send the stone block through white and push it against the tall central wall. Climb from the block, trade places on the yellow button and open the purple gate before taking all twelve diamonds to the exits.
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Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. 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 · 27 of 39 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 1 lava pool, 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 levers, 1 plate, 1 moving platform, 6 portals, 2 fans, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: middle left. Watergirl: middle left. |
Watergirl walks right past the pale blue lever to collect the low blue diamond. Return to the lever and turn it on. Check that both fans are blowing before leaving it, because walking past the lever again can switch them off.
Fireboy walks into the upward fan and steers right onto the central stone platform, collecting the red diamond above it. From the platform’s right edge, jump right and keep steering through the sideways wind. Collect the red diamond on the way down into the slanted orange crystal. When he shoots upwards from the bottom-left crystal, steer right to land in his safe lava pool.
Fireboy walks to the right end of the lava pool and jumps right onto the small raised ledge, collecting the red diamond above it. Jump back left onto the stone slope above the pool, then follow that slope to the far-left wall.
From beside the left wall, Fireboy jumps straight up before steering right onto the higher ledge. Follow it right to its sloping end. Jump upwards again before steering right onto the next stone shelf, then walk right along the middle path. Stop before the bowl beneath the white crystal.
Watergirl enters the upward fan and steers right onto the central platform for its blue diamond. Return to the platform’s left edge and jump left into the fan again. Rise through the blue diamond above the fan, then steer left to land in the water pool.
Walk to the water pool’s left bank and jump left onto the stone ledge above it. Follow the ledge right to its sloping end, then jump upwards before steering right onto the higher shelf. Join Fireboy on the middle path, left of white.
Fireboy jumps right across the white crystal’s bowl towards the stone block. Jump onto the block and get down on its right side, beside the sloping bank. Give it a short push left, then pause to let it settle and balance. Push left again to tip it off the ledge into white. Wait for it to emerge in the right-hand chamber and settle. Watergirl stays on the middle path.
Fireboy walks left into white to reach the right-hand chamber. Let him land on the floor, then walk left to push the block against the tall stone wall that divides this chamber from the middle of the room. Leave it there: both heroes will use it as a step.
Jump straight up before steering left onto the block. From its top, jump upwards before steering right onto the small ledge above. Walk towards that ledge’s right edge and jump right for the red diamond. Steer back left to land on the same small ledge.
Move to the small ledge’s left edge and jump left back onto the block. From the block, jump almost straight up, then steer left late in the jump to land on the tall wall’s top. Jump upwards before steering right onto the higher ledge with the yellow button.
Before bringing Watergirl upstairs, Fireboy leaves yellow to the left and jumps back onto the tall wall. Follow the long upper floor left until beneath the left end of the high central shelf. Jump upwards before steering right onto that shelf and collect its red diamond. Leave the shelf at its left end, return right along the floor and use the wall-top jump to reach yellow again. Stay on the button.
Watergirl walks into white from the middle path and lands in the right-hand chamber. Walk left to the block, jump onto it, then jump up and right onto the small ledge. Avoid pushing the block away from the wall. Fireboy continues holding yellow.
Watergirl walks right off the small ledge into the right-hand white crystal. On appearing in the middle bowl, stay beneath white and let her fall to its floor, collecting the blue diamond. Jump straight up through white again, then steer left after appearing on the right to land back on the small ledge.
From the small ledge’s left edge, Watergirl jumps left onto the block. Jump almost straight up from the block, then steer left onto the tall wall. Follow the upper floor left and jump up and right onto the high central shelf. Walk right along its rising edge to collect the blue diamond.
Watergirl leaves the high shelf at its left end, returns right along the upper floor and jumps from the wall top to Fireboy’s ledge. With Fireboy still holding the yellow button, jump straight up beneath the ceiling crystal. Collect the blue diamond during the jump and enter yellow to reach the upper-left chamber.
Watergirl follows the upper-left chamber’s stone path right to the end of the higher slope. Jump straight up before steering left onto the shelf above. Walk left to the purple lever and turn it on. Wait for the purple gate to finish rising.
Watergirl walks right off the purple-lever shelf and lands on the path below. Follow it left into the yellow crystal in the wall. After appearing at the ceiling crystal, steer onto the yellow button and stay there. Fireboy can now leave the button.
Fireboy jumps straight up into the ceiling yellow crystal while Watergirl holds its button. After arriving in the upper-left chamber, move right to collect the red diamond near the wall passage. Let him land on the stone path.
Fireboy walks left into the yellow wall crystal. Steer onto the button ledge as he falls from its ceiling partner. Keep Watergirl on yellow until he has landed safely. All twelve diamonds should now be collected, and the purple lever should remain on.
Each hero leaves the yellow ledge at its left edge and jumps left onto the tall wall. Follow the long stone floor left, through the open purple gate and down the gentle slopes. Fireboy stops at the red door; Watergirl continues farther left to the blue 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.
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 Fan 1 and Fan 2.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 5 and Portal 6.
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.
Controls Moving platform 1.
upper center
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
lower left
This portal needs no switch power.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
lower right
This portal needs no switch power.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
middle center
This portal needs no switch power.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
middle right
This portal needs no switch power.
Step inside to travel to Portal 3. 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 6. 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 5. Step out of the destination before trying to return.
lower right
At least one of these inputs must be active: Switch 1.
The air current pushes left. Stay in the stream until you can move onto a dry landing.
lower center
At least one of these inputs must be active: Switch 1.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
middle center
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.
Use the fans to collect the lower diamonds, send the stone block through white and push it against the tall central wall. Climb from the block, trade places on the yellow button and open the purple gate before taking all twelve diamonds to the exits. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. 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 (lower left), 1 blue water pool (middle left), and 1 purple goo pool (lower right). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (lower center): Controls Fan 1 and Fan 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 2 (upper right): 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 3 (upper 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.