Crystal · LEVEL 39 · Verified walkthrough

The Crystal Chamber 39

Move the mirror crate through the orange crystals and use it as a step. Take turns holding the cyan plate, direct its light to both receivers, and collect the eleven diamonds before entering the two central exits.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Crystal Chamber 39, crystal level 39: 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 · 39 of 39
Collectibles5 fire diamonds, 5 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 10 optional.
HazardsNo elemental pools in this room.
Mechanisms2 plates, 1 lever, 3 moving platforms, 4 portals, 1 stone box
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle center. Watergirl: upper center.

Step-by-step walkthrough

  1. Start the light puzzle

    Fireboy enters the orange crystal at the bottom right, arriving at the left wall. Jump over the mirror crate and stand on the cyan pressure plate in the middle. Watergirl pushes the crate left through the orange crystal, then jumps into the crystal to follow it.

  2. Place the first climbing step

    Watergirl approaches the crate from its right side and pushes it left, beneath the low right-hand climbing ledge. Leave enough room to jump onto the crate, then jump left onto the small stone shelf above it. Collect the low blue diamond along this route.

  3. Climb to the white crystal

    From the small shelf, step down left and jump onto the narrow central wall. Jump back right onto the higher platform, then move towards the white crystal. Its paired crystal brings Watergirl into the upper gallery.

  4. Visit the timed yellow plate

    From the upper gallery, climb the raised left end and jump right onto the top-right shelf. Walk over the yellow plate to move the yellow step below. Return left and jump onto the highest central platform, stopping to the right of Watergirl’s door. Drop from its right edge, then move left onto the middle shelf to collect its blue diamond.

  5. Aim the mirror at the left receiver

    Fireboy leaves the cyan plate and returns through the left orange crystal. Jump over the crate, push it right through the orange crystal, and follow it back to the left side. Push the crate right until its reflected beam can rise towards the receiver beneath the left lift. Jump over it and return to the cyan plate.

  6. Reach the purple lever

    With Fireboy holding the cyan plate, Watergirl jumps left from the middle shelf onto the raised lift. Jump left again onto the high shelf and walk past the purple lever. This turns the mirror on the far right so it can send light upwards.

  7. Collect the left blue diamond

    Watergirl walks off the right edge of the high left shelf, then steers left to land beside the blue diamond below. Walk right off that shelf, descend beside the closed vertical gate and wait on the ledge immediately to its right.

  8. Open the left gate

    Fireboy returns to the crate and pushes it left through the orange crystal. Follow it and approach from the right. Place the crate beneath the lower white crystal, then return through the right orange crystal to hold the cyan plate again. The light now travels through the white crystals and the turned mirror to the high receiver, lowering the left gate.

  9. Collect the white diamond and swap duties

    Watergirl crosses the open gate and jumps for the white diamond. Return right, drop to the bottom and collect the blue diamond above the cyan plate. Watergirl stays on that plate while Fireboy begins his climb.

  10. Collect the upper-right red diamonds

    Fireboy returns to the right-hand crate, pushes it left beneath the first climbing shelf and follows the same crate, narrow wall and white-crystal route. Collect the red diamond in the upper gallery, then climb to the top-right shelf and jump for the high red diamond. Cross the highest central platform and drop onto the middle shelf.

  11. Raise the left lift for Fireboy

    Watergirl leaves the plate, crosses through the orange crystal and jumps over the crate. Push it right through the crystal, follow it back to the left side and place it beneath the left receiver again. Return to the cyan plate. Fireboy uses the raised lift to reach the high left red diamond.

  12. Bring Fireboy to the central ramp

    Fireboy returns onto the left lift, steps off its left edge and steers through the lower red diamond. Land on the mirror crate below. Jump right onto the yellow step, then walk right up the long central ramp and wait below the red exit shelf.

  13. Collect Watergirl’s last diamond

    Watergirl sends the crate through the left orange crystal once more and places it beneath the right-hand climbing shelf. Climb via the narrow wall and white crystals, then continue right and jump for the blue diamond above the far-right ledge. Return left through the white crystals to the upper gallery.

  14. Reach both exits

    Watergirl climbs the upper-right shelves and jumps left onto the highest central platform. Walk into the blue door. Fireboy moves a little left down the central ramp to give his jump room, then jumps left onto the red door’s shelf. Either hero can enter first. The room completes with all eleven diamonds and both heroes in their matching exits.

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

    lower center

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

    This switch has no connected device in the current room.

  • 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.

    This switch has no connected device in the current room.

  • Switch 3

    upper right

    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 left

    No switch is connected to this mechanism.

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

  • Moving platform 2

    lower center

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

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

  • Moving platform 3

    middle left

    No switch is connected to this mechanism.

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

  • Portal 1

    middle right

    This portal needs no switch power.

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

  • Portal 2

    lower 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

    lower left

    This portal needs no switch power.

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

  • Portal 4

    lower right

    This portal needs no switch power.

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

  • Stone box 1

    lower left

    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 39?

Move the mirror crate through the orange crystals and use it as a step. Take turns holding the cyan plate, direct its light to both receivers, and collect the eleven diamonds before entering the two central exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Crystal Chamber 39?

11 diamonds: 5 for Fireboy, 5 for Watergirl, and 1 for either hero. 1 ring-marked diamond is required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Crystal Chamber 39?

This room has no elemental pools.

What do the switches do in The Crystal Chamber 39?

Switch 1 (lower center): This switch has no connected device in the current room. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (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 3 (upper right): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.