Crystal · LEVEL 28 · Verified walkthrough

The Weighted Air Passage

Collect the ten colored diamonds, bring the original stone block down to the white plate, then use it as a jumping step into the air chamber. The other hero powers the green fan to return the collector before both climb to their exits.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Weighted Air Passage, crystal level 28: 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 · 28 of 39
Collectibles5 fire diamonds, 5 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 10 optional.
Hazards2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 4 portals, 1 fan, 1 stone box
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Collect the lower diamonds

    Fireboy collects the lower-right red diamond and the red diamond above the white plate, then stands on that plate. Watergirl collects the lower-left blue diamond and jumps from the inner shelves for the blue diamond above the lower white crystal. Fireboy then steps off the plate so the white pair stays OFF during the side tours.

  2. Complete Fireboy’s upper diamond tour

    Climb the small stairs against the right wall and cross the safe orange middle pool for the middle red diamond. Climb to the upper-right red diamond. Use the purple crystal pair and the upper stone shelves to reach the remaining red diamond beside the central chamber.

  3. Bring the block off the top shelf

    Fireboy returns to the upper-right block. Jump over it and land on its right before pushing it left off its starting shelf. Let it land on the long shelf below. Jump to its left, then push it right off that lower shelf. Jump back as it drops so it stays away from the far wall. Get to the block’s right on the dry bank beside the upper orange pool.

  4. Collect Watergirl’s upper diamonds

    Watergirl climbs the left wall stairs, collects the middle blue diamond, and visits the upper blue pool for its diamond. Use the purple pair for the blue diamond on the right dry bank, then return through purple to the left blue pool. Wait on the left side of the receiving crystal while Fireboy moves the block.

  5. Send the block through purple

    Fireboy pushes the block left across his safe orange pool until it passes through the purple crystal. Pause briefly before following it through. The block rolls down the dry left slope into the middle blue pool. Fireboy crosses the upper edge of this middle passage and the central walkway, then waits on the lower stairs against the right wall.

  6. Roll the block down the left stairs

    Watergirl jumps onto the central walkway to get to the block’s right. Push it left across her safe blue pool and off the sloping edge, then jump back. Let the block tumble down the outer left steps to the bottom floor. Watergirl descends the left wall stairs and approaches its left side. Push it right toward the white plate, stopping early enough for its remaining momentum to carry it onto the plate. Let it settle and leave it there.

  7. Jump into the chamber from the block

    Watergirl jumps onto the weighted block without pushing it away from the white plate. From its top, jump upward into the lower white crystal. Entering from below brings her inside the central chamber, where she collects the neutral diamond. Wait near the middle of its floor with the fan OFF.

  8. Use the fan for the return trip

    Fireboy climbs from his waiting place on the right wall stairs and crosses the orange pool to stand on the central green plate. Keep him there while the air current raises Watergirl into the upper white crystal. She returns through the lower crystal and lands on the block. The block must continue holding the white plate throughout this exchange.

  9. Climb to both upper-left exits

    After Watergirl has returned, either hero may finish first. Watergirl goes left from the block and climbs the left wall stairs. Cross her middle blue pool and jump onto its raised dry shelf to reach the upper blue pool, then climb the short stone shelves to her blue door. Fireboy leaves the green plate and jumps up the stone shelves to the left of the central chamber, reaching the red door on its raised ledge. Finish with all eleven diamonds.

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 center

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

    Controls Fan 1.

  • Switch 2

    lower center

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

    Controls Portal 1 and Portal 2.

  • Portal 1

    upper center

    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.

  • Portal 2

    lower center

    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.

  • Portal 3

    middle left

    This portal needs no switch power.

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

  • Portal 4

    middle right

    This portal needs no switch power.

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

  • Fan 1

    upper 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.

  • Stone box 1

    upper right

    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.

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 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 Weighted Air Passage?

Collect the ten colored diamonds, bring the original stone block down to the white plate, then use it as a jumping step into the air chamber. The other hero powers the green fan to return the collector before both climb to their exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Weighted Air Passage?

11 diamonds: 5 for Fireboy, 5 for Watergirl, and 1 for either hero. 1 ring-marked diamond is required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Weighted Air Passage?

2 orange lava pools (middle right) and 2 blue water pools (middle left). 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.

What do the switches do in The Weighted Air Passage?

Switch 1 (middle center): Controls Fan 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower center): Controls Portal 1 and Portal 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.