Crystal · LEVEL 34 · Verified walkthrough
Receive the crate through white and leave it on green, collect the lower diamonds with the fan off, then share cyan to ride the fan to both exits.
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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 34 of 39 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 2 lava pools, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 levers, 3 plates, 3 moving platforms, 2 portals, 1 fan, 1 stone box |
| Win condition | 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: middle right. Watergirl: middle right. |
Watergirl drops left from the starting shelf for the blue diamond on the right-hand steps. Continue left across the blue pool, then drop onto the long middle shelf for its blue diamond. Wait on that shelf.
Fireboy descends the right-hand shelves to the white lever and activates it. Climb back up the small shelves on the far right, then jump left onto the shelf beside the upper lava pool for the red diamond. Cross the lava and jump left onto the upper-left shelf, stopping to the right of the white crystal.
Watergirl returns right across the blue pool, drops to the white lever and switches it off. Fireboy walks left past the inactive upper crystal. Watergirl steps away from the lever and back across it to reactivate white. Fireboy walks right through the crystal, appears in the bottom-right chamber, and jumps over the crate to its right side.
Watergirl crosses the white lever again to switch the pair off. Fireboy pushes the crate left past the inactive lower crystal. Jump left over the crate, then settle on its left side near the small bottom ledge.
Watergirl reactivates white. Fireboy pushes the crate right through the lower crystal, stopping as soon as it transfers to the upper-left shelf. Back away so he stays downstairs. Watergirl switches white off again to keep the crate in the upper room.
Watergirl climbs the small shelves on the far right, returns left across the blue pool and climbs the sloping middle stones to the upper-left shelf. Approach the crate from the right and push it left. Jump over its left side to collect the high blue diamond, then move to the left of the crate.
Push the crate right, through the inactive white crystal and off the right edge of the upper-left shelf. Follow it down onto the middle shelf and push it farther right until it rests on the green plate. Leave it there; its weight lowers the green gate and keeps the left passage open.
Watergirl returns right across the blue pool and activates white at its lever. Fireboy walks right through the lower crystal to reach the upper-left shelf. Watergirl climbs the right-hand shelves and middle stones once more to join him beside the upper crystal.
Watergirl walks left into the upper white crystal. In the bottom-right chamber, move left and jump for the blue diamond beneath the sloping stone. Return right through the lower crystal and stop on the upper-left shelf beside Fireboy.
Fireboy walks off the right edge of the upper-left shelf, then jumps left into the passage opened by the lowered green gate. Continue left and drop around the left end of the middle shelf. Follow the sloping path right to collect the red diamond.
Fireboy continues right off that shelf, then walks left onto the purple plate to raise the lift below. Watergirl follows the same route through the green passage and around the left end of the middle shelf. Continue right to drop beyond the lower lava pool onto the long shelf with the cyan plate. Walk left off that shelf and drop past the raised purple lift to the bottom floor. Wait there without touching orange.
Fireboy leaves purple, moves right over the lower lava pool and drops around its right edge onto the long shelf with cyan. Walk left along this shelf for the red diamond, then return right past the cyan plate.
Fireboy steps off cyan and waits for its gate to lower fully. Walk right over the top of that gate into the stopped fan column for the low red diamond. Jump upward before steering left to return to the cyan shelf, then stand on the cyan plate to raise the gate.
With Fireboy holding cyan, Watergirl walks right along the bottom floor, activates the orange lever and collects the bottom blue diamond. Continue beneath the raised cyan gate into the fan. Stay near the middle of the air column until above the sloping stone on the right, then steer right onto the shelf leading to the exits.
Fireboy leaves cyan and waits for the gate to lower completely. Walk right across its top into the running fan. Stay in the air column until he collects the high red diamond, then steer right onto the same exit shelf as Watergirl. All ten diamonds are collected.
Walk right along the exit shelf. Fireboy stops at the red door on the left, while Watergirl continues to the blue door on the right. Either hero can enter first; both must reach their matching doors to finish.
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 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 1 and Portal 2.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
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 Fan 1.
middle left
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.
upper left
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 5.
When powered, it moves up; when power is released, it returns.
lower 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.
upper 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.
lower center
At least one of these inputs must be active: Switch 3.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
lower 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.
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.
Receive the crate through white and leave it on green, collect the lower diamonds with the fan off, then share cyan to ride the fan to both exits. 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (upper center and lower left) and 1 blue water pool (middle center). 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 right): 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 2 (middle center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower left): Controls Fan 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 4 (middle left): 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.