Crystal · LEVEL 29 · Verified walkthrough

The Six Crystal Crossings

Follow the crystals through the lower side chambers, leave both blue levers on, then reach the upper doors with all sixteen diamonds. Either hero can take the complete tour first.

Level objective

Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Six Crystal Crossings, crystal level 29: 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 · 29 of 39
Collectibles8 fire diamonds, 8 water diamonds. 0 marked diamonds required; 16 optional.
Hazards3 lava pools, 3 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 levers, 2 moving platforms, 12 portals
Win conditionBring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper right. Watergirl: upper left.

Step-by-step walkthrough

  1. Use the crystals beside the starting shelves

    Fireboy jumps left for the red diamond beside the green floor crystal, then falls through it to the left middle ledge. Watergirl does the mirror image: jump right for the blue diamond and fall into the orange floor crystal to reach the right middle ledge. Move away from each receiving crystal and collect the nearby matching diamond.

  2. Visit the bottom side chambers

    Jump toward the second matching diamond farther inward, then land on the shelf below. Return to the outer wall and enter the yellow crystal to reach the bottom side chamber. Fireboy visits the bottom left; Watergirl visits the bottom right. Jump for the diamond there and leave the nearby blue lever on, using Interact if a return crossing toggles it off. These levers raise the narrow barriers near the upper pools. Stay in the side alcoves, away from the long purple pool.

  3. Cross back to the opposite middle ledge

    Return through the same yellow pair. Fireboy leaves the left shelf through the orange floor crystal, reaching the right middle ledge; Watergirl leaves the right shelf through the green floor crystal, reaching the left middle ledge. Jump inward across the small stone supports toward the horizontal crystal in the center, collecting the matching diamond above it.

  4. Reach the upper side passage

    Fireboy enters the purple horizontal crystal to emerge beside the upper-right red pool. Watergirl uses the white horizontal crystal to emerge beside the upper-left blue pool. These pools match their elements. Collect the diamond near the outer wall, then jump inward for the next matching diamond and return to the side passage.

  5. Jump across the highest pool

    Use the raised narrow barrier and the nearby stone steps to climb to the highest level. Fireboy jumps over the upper blue pool for the high red diamond; Watergirl jumps over the upper red pool for the high blue diamond. Land on the raised barrier or the safe bank rather than in the opposite element’s pool.

  6. Enter the matching upper doors

    Fireboy continues right to the red door and Watergirl continues left to the blue door. The other hero can wait safely at the original starting shelf until their turn. Finish only after collecting all eight diamonds for each hero.

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

    lower right

    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.

  • Switch 2

    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 2.

  • Moving platform 1

    upper left

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

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

  • Portal 1

    middle 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 center

    This portal needs no switch power.

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

  • Portal 4

    upper right

    This portal needs no switch power.

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

  • Portal 5

    middle center

    This portal needs no switch power.

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

  • Portal 6

    upper left

    This portal needs no switch power.

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

  • Portal 7

    middle right

    This portal needs no switch power.

    Step inside to travel to Portal 8. Step out of the destination before trying to return.

  • Portal 8

    lower left

    This portal needs no switch power.

    Step inside to travel to Portal 7. Step out of the destination before trying to return.

  • Portal 9

    lower right

    This portal needs no switch power.

    Step inside to travel to Portal 10. Step out of the destination before trying to return.

  • Portal 10

    lower right

    This portal needs no switch power.

    Step inside to travel to Portal 9. Step out of the destination before trying to return.

  • Portal 11

    lower left

    This portal needs no switch power.

    Step inside to travel to Portal 12. Step out of the destination before trying to return.

  • Portal 12

    lower left

    This portal needs no switch power.

    Step inside to travel to Portal 11. Step out of the destination before trying to return.

If you get stuck

Check the unfinished objective

The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.

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 Six Crystal Crossings?

Follow the crystals through the lower side chambers, leave both blue levers on, then reach the upper doors with all sixteen diamonds. Either hero can take the complete tour first. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Six Crystal Crossings?

16 diamonds: 8 for Fireboy and 8 for Watergirl. None are required to finish. 16 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Six Crystal Crossings?

3 orange lava pools (upper left, middle right, and lower left), 3 blue water pools (upper right, middle left, and lower right), and 1 purple goo pool (lower center). 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.

What do the switches do in The Six Crystal Crossings?

Switch 1 (lower right): 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 left): Controls Moving platform 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.