Crystal · LEVEL 30 · Verified walkthrough
Use the four rolling balls to hold purple, orange, yellow and white. Keep the green crystals on for the first three balls, then switch them off and hold blue before releasing the last ball. Collect all six diamonds before heading to the two exits.
Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 30 of 39 |
|---|---|
| Collectibles | 3 fire diamonds, 3 water diamonds. 0 marked diamonds required; 6 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 6 plates, 1 lever, 5 moving platforms, 4 portals, 4 rolling stones |
| Win condition | Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower left. Watergirl: middle right. |
Watergirl walks to the green lever at the bottom right, then returns to the pale blue button in the middle of the bottom floor. Stay on pale blue while Fireboy moves the first three balls.
Fireboy gently nudges the ball on his right towards the narrow gap between the two upper platforms. Let it drop through the gap rather than pushing it across. It rolls left through green and settles on the purple button. Wait for the purple gate to retract.
Fireboy jumps left over the raised stone lip and over the upper-left ball nearest the lip. Land between the two balls on that shelf, then push the far-left ball off the shelf to the left. It rolls past the open purple gate, through green and onto the orange button.
Fireboy returns right over the stone lip. Nudge the remaining ball on the lower starting shelf gently towards the same narrow upper gap. Orange must already be held, and Watergirl must still hold pale blue. The ball travels through green, falls through orange and settles on yellow.
Once the yellow button stays pressed, Watergirl returns to the bottom-right lever and turns green off. On the way back, jump for the blue diamond above the bottom floor. The last ball must pass the upper green crystal without being transported.
Watergirl jumps onto the small sloping shelf in the lower-right part of the room. Jump for its blue diamond. From that shelf, jump left onto the small central stone ledge, then right onto the blue-button platform. Hold blue.
With Watergirl holding blue, Fireboy jumps onto the upper-left shelf, lands to the right of its last ball and pushes it left. It follows the open corridor past the inactive green crystal and the lowered yellow and blue gates. Wait until it settles on the white button at the right.
Fireboy returns over the stone lip and jumps across the upper gap to collect the high red diamond. Walk off the right end of that platform, then collect the red diamond above the ledge beside Watergirl’s door.
Watergirl leaves blue, drops left to the central ledge and continues down to the bottom floor. Walk left into the powered white crystal. It brings her to the top-right corner. Cross the upper platforms, jumping the gaps and the raised lip, then collect the blue diamond at the top left.
Fireboy climbs the right-hand stone steps to the upper white crystal and walks into it. From the bottom-left arrival, walk across the floor and jump for the red diamond at the bottom right.
Fireboy returns left along the bottom. Jump up before steering left onto the sloping tip of the ledge beneath his red door, then walk left onto its flat top. Watergirl retraces the upper platforms to the right, drops from the right end and walks left to her blue door.
Enter both matching doors. Either character can enter first. Leave the balls in their switch cups so the route stays open.
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 right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 1 and Portal 2.
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 Portal 3 and Portal 4.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
middle left
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 4.
When powered, it moves left; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 6.
When powered, it moves left; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 7.
When powered, it moves down; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
lower left
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
middle left
At least one of these inputs must be active: Switch 2.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Switch 2.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
upper left
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
upper center
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
upper center
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
upper left
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
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 four rolling balls to hold purple, orange, yellow and white. Keep the green crystals on for the first three balls, then switch them off and hold blue before releasing the last ball. Collect all six diamonds before heading to the two exits. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.
6 diamonds: 3 for Fireboy and 3 for Watergirl. None are required to finish. 6 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (lower right): Controls Portal 1 and Portal 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower right): Controls Portal 3 and Portal 4. 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 3 (middle left): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower center): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (lower center): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (middle right): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.