Crystal · LEVEL 36 · Verified walkthrough

The Timed Wind Portals

Use the timed fans to trade sides, collect the inner diamonds, and drop through each lower timed crystal to launch back toward the exits.

Level objective

Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Timed Wind Portals, crystal level 36: 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 · 36 of 39
Collectibles8 fire diamonds, 8 water diamonds. 0 marked diamonds required; 16 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 6 portals, 2 fans
Win conditionBring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper right. Watergirl: upper left.

Step-by-step walkthrough

  1. Climb Watergirl’s outer stairs

    From the lower-left floor, use the sloping bottom corner to jump onto the shelf with the low blue diamond. Walk up its right slope, then jump left onto the white plate shelf. Jump for the second blue diamond above the plate and settle on white.

  2. Ride the first timed fan

    Jump right from white into the fan column. Stay near its middle until Watergirl rises above the upper side shelf, then steer left onto that shelf. Jump right onto the highest roof and walk right through the purple crystal. She emerges on the outer side of the right roof. Wait there.

  3. Bring Fireboy up the other side

    Fireboy climbs the mirrored lower-right stairs, collecting the low red diamond and the red diamond above the right white plate. Jump left from white into the fan, ride high enough to steer right onto the upper side shelf, then jump left onto the highest roof. Walk left through purple to reach the outer-left roof.

  4. Collect the opposite outer diamonds

    Fireboy walks left off the roof for the upper red diamond, then steps off the right edge of the little side shelf to fall through the next red diamond and land on the white plate shelf. Watergirl mirrors this on the right, collecting both blue diamonds before landing beside the right white plate.

  5. Enter the inner-right roof carefully

    Fireboy activates left white again and repeats the fan climb. On the highest roof, stop just left of purple. Approach with small taps and stop as soon as he appears at the right crystal. While still touching the receiving crystal, turn left through it into the inner-right roof. Continue left past the red door for the high red diamond, then return to the flat part of the roof. This is an intermediate door visit; the room continues while Watergirl is elsewhere.

  6. Enter the inner-left roof carefully

    Watergirl repeats the right white-plate fan climb. Wait on white for a strong fan pulse if needed. Stop just right of purple, approach with small left taps, and stop immediately after appearing at the left crystal. Turn right while still touching that crystal to enter the inner-left roof. Cross the blue door to collect the high blue diamond and return to the flat roof. This intermediate visit also leaves the room playing.

  7. Trade inner roofs

    Fireboy walks right through the right purple crystal and continues right from the left crystal onto the inner-left roof. Watergirl walks left through the left crystal and continues left from the right crystal onto the inner-right roof. Both cross their own doors once more while trading roofs, then leave those door areas. Their remaining inner diamonds now match their sides.

  8. Reach Fireboy’s inner plate

    Fireboy steps off the right edge of the top-left roof onto the broad sloping shelf below. Walk left off that shelf into the orange crystal shaft to collect its red diamond. As he falls, steer right against the wall so he enters the side opening and lands on the middle ledge. Jump straight up before steering right onto the orange plate, collecting the red diamond above the ledge.

  9. Reach Watergirl’s inner plate

    Watergirl mirrors this route: step off the left edge of the top-right roof, walk right into the blue crystal shaft for its blue diamond, then steer left while falling to catch the middle ledge. Jump upward before steering left onto the blue plate and collect the blue diamond above the ledge.

  10. Collect the lowest inner red

    Fireboy leaves orange to the left, landing on the middle ledge. Step right to the central ledge below, then move left off its sloping edge to reach the lower shelf. Follow that shelf’s slope right, collecting the low inner red diamond on the way to the lava floor.

  11. Collect the lowest inner blue

    Watergirl leaves blue to the right, lands on the middle ledge, then steps left onto the central ledge below. Move right off its sloping edge and follow the lower shelf left, collecting the low inner blue diamond before reaching the water floor. All sixteen diamonds are now collected.

  12. Return Watergirl to blue

    From the left end of her pool, jump upward before steering right onto the lower shelf. Walk to its flat right end, jump left toward the central sloping ledge, and climb to its flat end. Jump right onto the middle ledge, settle clear of the overhead plate, then jump upward before steering left onto blue.

  13. Use blue’s timed launch

    Leave blue and walk continuously right across the middle ledge into the crystal shaft. Fall through the lower blue crystal while the timer is active. It sends Watergirl upward from the upper blue crystal. Stay in the shaft until above the broad upper shelf, then steer left onto it. Walk up its left slope and jump right onto the highest roof. Wait on the inner side of the right purple crystal.

  14. Return Fireboy to orange

    From the right end of his pool, jump upward before steering left onto the lower shelf. Walk to its flat left end, jump right toward the central ledge, and walk to its flat end. Jump left onto the middle ledge and settle away from the overhead plate. Jump upward before steering right onto orange.

  15. Use orange’s timed launch

    Leave orange and walk continuously left across the middle ledge into its shaft. Fall into the lower orange crystal before its timer ends. Rise from the upper crystal, then steer right onto the broad upper shelf. Climb its right slope and jump left onto the highest roof. Wait on the inner side of the left purple crystal.

  16. Enter both exits

    Fireboy walks left through purple and continues left from the right crystal to the red door. Watergirl walks right through purple and continues right from the left crystal to the blue door. Either can arrive first; the other waits safely on the opposite roof until ready.

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 left

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

    Controls Fan 1.

  • Switch 2

    middle right

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

    Controls Fan 2.

  • Switch 3

    middle center

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

    Controls Portal 3 and Portal 4.

  • Switch 4

    middle center

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

    Controls Portal 5 and Portal 6.

  • Portal 1

    upper left

    This portal needs no switch power.

    Step inside to travel to Portal 2. Step out of the destination before trying to return.

  • Portal 2

    upper right

    This portal needs no switch power.

    Step inside to travel to Portal 1. Step out of the destination before trying to return.

  • Portal 3

    middle left

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

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

  • Portal 4

    lower left

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

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

  • Portal 5

    middle right

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

    Step inside to travel to Portal 6. Step out of the destination before trying to return.

  • Portal 6

    lower right

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

    Step inside to travel to Portal 5. Step out of the destination before trying to return.

  • Fan 1

    middle left

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

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

  • Fan 2

    middle right

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

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

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 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 Timed Wind Portals?

Use the timed fans to trade sides, collect the inner diamonds, and drop through each lower timed crystal to launch back toward the exits. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Timed Wind Portals?

16 diamonds: 8 for Fireboy and 8 for Watergirl. None are required to finish. 16 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Timed Wind Portals?

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

What do the switches do in The Timed Wind Portals?

Switch 1 (middle left): Controls Fan 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): Controls Fan 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle center): Controls Portal 3 and Portal 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle center): Controls Portal 5 and Portal 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.