Crystal · LEVEL 3 · Verified walkthrough

The Crystal Chamber 3

Freeze the lower pool for Fireboy, melt the upper pool for Watergirl, collect all eight diamonds, then share the white plate for the upper-left exits.

Level objective

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 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Crystal Chamber 3, crystal level 3: 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 · 3 of 39
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 3 moving platforms, 24 ice strips
Win conditionBring 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 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Send Watergirl to the blue plate

    Watergirl follows the bottom floor to its blue diamond, then climbs the right-hand lower slopes for the blue diamond on the middle shelf. Return left along that shelf to the blue plate and keep it pressed. Its sliding blocker moves away from the cold beam, allowing the lower pool to freeze.

  2. Cross the frozen lower pool

    Fireboy jumps onto the lower-left shelf and crosses the frozen pool for the red diamond on the right. Return left for the red diamond beside the blue plate. Keep Watergirl on the plate while he completes this crossing.

  3. Collect the upper red diamonds

    Fireboy climbs the narrow left-hand stone corner to the already frozen upper pool. Cross it, continue through his safe red pool, and climb the icy right-hand steps for the red diamond above them. Use the right shelves to reach the upper roof and collect its red diamond.

  4. Place Watergirl on the upper ice

    Watergirl leaves the blue plate and jumps up the outer-left icy slope for its blue diamond. Return to the upper frozen pool and stand on its left half. Fireboy descends to the orange plate on the right side of this pool and holds it.

  5. Melt the upper crossing

    Orange moves the small sliding platform out of the warm beam. Wait until the upper ice melts beneath Watergirl, who can safely move through the blue water. Jump onto the small platform above the pool, then continue up the right-hand shelves to the remaining blue diamond. All eight diamonds are now collected.

  6. Meet at the white plate

    Watergirl moves right onto the white plate on the highest far-right shelf. It lowers the gate beside the exits. Keep her there while Fireboy leaves orange and climbs the right-hand steps to join her on that shelf.

  7. Take the first upper return

    Either hero can leave white first while the partner keeps it pressed. Jump left onto the roof above the icy steps, climb its left end, then jump across the green pool to the dry stone beyond. Continue up the sloping stone and through the lowered white gate to the matching upper-left door.

  8. Finish before white resets

    The second hero follows the same upper route. White stays powered for eight seconds after the plate is released, so keep moving through the roof jumps and past the gate. Meet at both doors with all eight diamonds; both exit orders have been verified.

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 left

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

    Controls Moving platform 1.

  • Switch 2

    middle right

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

    Controls Moving platform 3.

  • Switch 3

    middle right

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

    Controls Moving platform 2.

  • Moving platform 1

    lower center

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

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

  • Moving platform 2

    middle left

    At least one of these inputs must be active: Switch 3.

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

  • Moving platform 3

    upper left

    At least one of these inputs must be active: Switch 2.

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

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.

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 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.

A jump does not start on ice

Move completely onto a dry stone edge, let the hero settle, release Jump, and press it again. Fireboy keeps sliding, so start braking before the edge.

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 Crystal Chamber 3?

Freeze the lower pool for Fireboy, melt the upper pool for Watergirl, collect all eight diamonds, then share the white plate for the upper-left exits. 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 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Crystal Chamber 3?

8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Crystal Chamber 3?

2 orange lava pools (middle center and lower right), 2 blue water pools (middle center and lower center), and 1 purple goo pool (upper 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 Crystal Chamber 3?

Switch 1 (lower left): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle right): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

Why can’t I jump from the ice in The Crystal Chamber 3?

This level has 24 ice strips. Neither hero can jump while standing on ice. Move onto the dry stone edge first; Fireboy slides farther, while Watergirl moves more slowly on ice.