Crystal · LEVEL 35 · Verified walkthrough

The Crystal Chamber 35

Collect the far-right diamonds before lowering the movable mirror. Keep the green button held while Fireboy uses the reflected beam, then change the white and pale blue switches so Watergirl can open her route. There are thirteen diamonds, including the clear one.

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Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Crystal Chamber 35, crystal level 35: 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 · 35 of 39
Collectibles6 fire diamonds, 6 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 12 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 4 levers, 6 moving platforms, 2 portals, 1 stone box
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower right. Watergirl: lower right.

Step-by-step walkthrough

  1. Release Fireboy

    Watergirl climbs right from her starting ledge, jumps back left onto the higher stone shelf and reaches the purple button on the far left. Hold it while Fireboy walks left off his starting platform and drops onto the extended shelf.

  2. Explore the upper right

    Fireboy leaves the shelf to the right, collects the middle red diamond and enters the lower white crystal. On the upper floor, collect the high red diamond, then drop through the gap on the right for the red diamond above the mirror shelf. Jump left over the raised lip beside the mirror.

  3. Take Watergirl upstairs

    Watergirl follows the same middle route through white. Fireboy turns the white lever off so she can walk left across the upper crystal. Collect the high blue diamond and visit the pale blue lever. Turn pale blue off again before leaving it. Watergirl then drops on the right and collects the blue diamond above the right-hand shelf.

  4. Collect the clear diamond early

    Fireboy turns white on and stands on the green button. Watergirl walks into the opened gap between the mirror shelf and the right-hand shelf. Drop through it, then walk right for the clear diamond. Do this before moving the mirror into the lower corridor.

  5. Bring Watergirl back

    Watergirl returns left from the clear diamond, drops onto the small central shelf and jumps for the blue diamond above it. Walk left into white to return upstairs. Fireboy steps off green so the gap closes. Watergirl drops onto that closed gap, jumps left over the mirror shelf’s raised lip and keeps white on before collecting the blue diamond above the green-button ledge.

  6. Finish the upper red tour

    Fireboy jumps left from the green-button ledge for the red diamond beside the left wall. Return along the middle stone path, use white to reach the top again, then drop onto the closed gap on the right. Jump left over the raised lip and turn white off.

  7. Push the mirror onto the hatch

    Fireboy jumps onto the mirror, steps off its left side and pushes it right onto the closed green hatch. Stop before pushing it against the right-hand stone shelf. Jump across to that shelf and stand to the right of the mirror.

  8. Lower and align the mirror

    Watergirl stands on green and stays there. As the hatch retracts, Fireboy nudges the mirror from the right so it drops into the lower corridor beneath the gap. Its diagonal face sends the horizontal light upwards to the ceiling receiver. Keep green held: the closed hatch would block that reflected beam.

  9. Keep clear of the mirror

    Fireboy jumps back left onto the long mirror shelf. Turn white off again after passing its lever, then leave the shelf at its left edge. Follow the middle stone path to the small shelf below and right of the mirror. Avoid landing on or pushing the aligned mirror.

  10. Collect the right-hand red diamond

    From the small shelf, walk towards its right edge and jump right onto the ledge above Watergirl’s exit. Collect the red diamond there before opening the blue exit gate, because that raised gate would block this corridor. Jump back left to the small shelf.

  11. Collect the central red diamond

    Drop left onto the lower central stepping stone. Jump left from that stone, keeping enough space from the pointed overhang, then walk into the shallow central alcove for the remaining red diamond. Return right to the stepping stone.

  12. Open Fireboy’s exit

    Fireboy drops through the gap left of the central stepping stones to the bottom floor. Walk left through his lava pool and turn the orange lever on. Watergirl must still hold green while he returns right through the open yellow gate. Stop safely beyond that gate.

  13. Redirect the light for Watergirl

    Watergirl can now leave green. Turn white on, leave the upper ledge at its left edge and return along the middle path to the lower white crystal. Approach the crystal slowly, then turn left immediately after appearing upstairs. Walk left to turn pale blue on. This clears the upper light path and opens Watergirl’s yellow gate.

  14. Collect the lower blue diamonds

    Watergirl returns right through the upper white crystal and continues right after appearing below. Drop onto the small right-hand stepping stone, leave it to the left, then steer right underneath it. Jump for the blue diamond above the lowest stone mound, then walk left for the blue diamond on the bottom floor.

  15. Open Watergirl’s exit

    From the bottom gap, jump upwards before steering left onto the water-pool ledge. Walk left through her water pool and turn the blue lever on. Return right through the yellow gate, then jump across the gap to the central stepping stones. Leave white and pale blue on.

  16. Finish together

    Fireboy jumps onto the bottom stone mound and walks right to the red door. Watergirl crosses the central stones, jumps right from the lowest mound to the ledge behind the open blue gate and reaches the blue door. Either player can enter first.

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

    middle center

    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 center

    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

    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.

    This switch has no connected device in the current room.

  • Switch 4

    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 4.

  • Switch 5

    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 5.

  • Switch 6

    middle left

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

    Controls Moving platform 6.

  • Moving platform 1

    middle right

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

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

  • Moving platform 2

    lower center

    No switch is connected to this mechanism.

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

  • Moving platform 3

    lower center

    No switch is connected to this mechanism.

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

  • Moving platform 4

    lower right

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

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

  • Moving platform 5

    lower right

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

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

  • Moving platform 6

    upper left

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

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

  • Portal 1

    upper 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.

  • Stone box 1

    middle center

    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.

If you get stuck

Check the unfinished objective

Count the ring-marked diamonds still visible. All 1 are required before both matching doors can finish this room; each hero collects their own color.

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 Crystal Chamber 35?

Collect the far-right diamonds before lowering the movable mirror. Keep the green button held while Fireboy uses the reflected beam, then change the white and pale blue switches so Watergirl can open her route. There are thirteen diamonds, including the clear one. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower 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 Crystal Chamber 35?

13 diamonds: 6 for Fireboy, 6 for Watergirl, and 1 for either hero. 1 ring-marked diamond is required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Crystal Chamber 35?

1 orange lava pool (lower left) and 1 blue water pool (lower left). 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.

What do the switches do in The Crystal Chamber 35?

Switch 1 (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 2 (middle center): 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 (upper left): This switch has no connected device in the current room. 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 (lower left): Controls Moving platform 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 5 (lower left): Controls Moving platform 5. 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 (middle left): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.