Crystal · LEVEL 28 · Verified walkthrough
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.

| Campaign | The Crystal Temple · 28 of 39 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 10 optional. |
| Hazards | 2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 4 portals, 1 fan, 1 stone box |
| Win condition | 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. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1.
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.
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.
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.
middle left
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 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.
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.
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 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.
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.
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.
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.
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.
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.