Crystal · LEVEL 32 · Verified walkthrough

The Five Portal Switches

Share the lower white gate, reach the orange and yellow levers, and use the central crystal shaft for all twelve diamonds. Return to the two doors on the middle-right shelf.

Level objective

Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Five Portal Switches, crystal level 32: 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 · 32 of 39
Collectibles7 fire diamonds, 5 water diamonds. 0 marked diamonds required; 12 optional.
Hazards1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms5 levers, 1 plate, 2 moving platforms, 10 portals
Win conditionBring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle right. Watergirl: middle right.

Step-by-step walkthrough

  1. Start Watergirl’s left-hand tour

    Walk through the purple lever on the upper-left roof. Jump right into the central shaft for its upper blue diamond, then steer left onto the broad shelf for the next blue diamond. Drop around the shelf’s right edge and jump back left to the blue diamond on the lower sloping ledge. Wait there.

  2. Put Fireboy on the white plate

    Fireboy walks through the green lever on the upper-right roof, then returns left to collect the two red diamonds in the upper central shaft. Use the green pair to reach the left shelves. Descend around their right edges, collect the lower-left red diamond, and walk onto the white pressure plate at the bottom-left. Keep it held.

  3. Reach the orange and yellow levers

    Watergirl jumps left from her waiting ledge onto the orange-lever shelf and walks through its handle. Fireboy must keep the white gate lowered for this crossing. Return right, use the central green crystal to regain the broad left shelf, and walk left beneath the yellow shelf. Jump onto it from its left end and touch the yellow lever. This moves the right-hand platform away from the outer shaft.

  4. Tour the upper roof with Fireboy

    Fireboy may now leave white. Climb onto the lower-left shelf, jump into the bottom of the central shaft for its last red diamond, and fall into the white crystal above the goo. It brings him to the top-right roof. Walk left through the green handle to turn that pair OFF, jump across the central opening, and collect the top-left red diamond. Walk right through the purple handle to turn that pair OFF too.

  5. Collect the two far-right reds

    Drop into the upper orange crystal. After arriving at its lower partner, steer left onto the ledge beside that crystal. Jump right into it so the upper crystal releases Fireboy downward towards the small landing beside the central shaft. Jump right again onto the upper-right shelf. Follow it to the red diamond above the moved yellow platform. Drop down the open outer shaft for the lower-right red diamond, reach the bottom floor, and touch the pale-blue lever. The blue pair remains available; this route returns by the stone shelves and orange pair.

  6. Bring Fireboy back to the door shelf

    From the bottom-right floor, climb the sloping roof and jump left across the lower stones towards the central shaft. Drop into the lowest white crystal to return to the top-right roof. Approach the green lever from its right, step back for a run-up, and jump left over the handle without touching it. Keep its current setting. Continue left into the upper orange crystal, then steer right from its partner onto the exit shelf and walk to Fireboy’s door.

  7. Finish Watergirl’s blue tour

    Watergirl leaves the yellow shelf around its left end. Walk right across the broad shelf below, jump into the central shaft for its remaining blue diamond, then drop into the bottom white crystal. Collect the top-right blue diamond after the transfer. Walk left through the green handle to restore that pair, then continue to the upper orange crystal.

  8. Meet at both original exits

    Watergirl uses the orange pair to reach the middle-right shelf and walks to her blue door. Both exit orders work: she can make her final tour before Fireboy takes the white-crystal roof route from the bottom-right floor. Finish with all twelve original 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

    upper 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.

  • Switch 2

    upper 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 Portal 1 and Portal 2.

  • Switch 3

    middle 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 Portal 7 and Portal 8.

  • Switch 4

    middle 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 1.

  • Switch 5

    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 9 and Portal 10.

  • Switch 6

    lower left

    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

    middle right

    At least one of these inputs must be active: Switch 4.

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

  • Moving platform 2

    middle left

    At least one of these inputs must be active: Switch 6.

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

  • Portal 1

    lower 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

    middle 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 center

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

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

  • Portal 4

    middle center

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

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

  • Portal 5

    lower 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 right

    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 center

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

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

  • Portal 8

    upper center

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

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

  • Portal 9

    lower left

    At least one of these inputs must be active: Switch 5.

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

  • Portal 10

    middle center

    At least one of these inputs must be active: Switch 5.

    Step inside to travel to Portal 9. 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.

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.

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 Five Portal Switches?

Share the lower white gate, reach the orange and yellow levers, and use the central crystal shaft for all twelve diamonds. Return to the two doors on the middle-right shelf. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Five Portal Switches?

12 diamonds: 7 for Fireboy and 5 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Five Portal Switches?

1 purple goo pool (lower center). 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 Five Portal Switches?

Switch 1 (upper 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 2 (upper left): Controls Portal 1 and Portal 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. Switch 3 (middle left): Controls Portal 7 and Portal 8. 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 4 (middle left): 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 5 (lower right): Controls Portal 9 and Portal 10. 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 6 (lower left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.