Crystal · LEVEL 4 · Verified walkthrough

The First Crystal Passages

Open the green wall crystals, send the stone box through the pale-blue pair, and leave it on the yellow plate. Both heroes can then reach the orange pair and collect the remaining diamonds beside the exits.

Level objective

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

The First Crystal Passages, crystal level 4: 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 · 4 of 39
Collectibles6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional.
HazardsNo elemental pools in this room.
Mechanisms1 lever, 1 plate, 1 moving platform, 8 portals, 1 stone box
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper left.

Step-by-step walkthrough

  1. Collect the diamonds near the start

    Leave one hero safely at the bottom while the other explores. Collect Fireboy’s red diamond and Watergirl’s blue diamond along the bottom corridor. The purple wall pair connects the bottom corners. From the right side, jump onto the sloping walkway above the starting area; Watergirl collects its blue diamond.

  2. Open the green wall pair

    Climb left along the walkway and pass the green lever to switch it on. Fireboy collects the red diamond near the left end. Jump into the green wall crystal to emerge beside the upper-right walkway. Keep moving left as you arrive. Collect Watergirl’s blue diamond along the upper shelf and Fireboy’s red diamond on its higher left end.

  3. Move the original stone box

    Reach the shelf with the stone box and Fireboy’s red diamond. Get onto the left side of the box, then push it right into the pale-blue crystal. The box appears beside the matching crystal on the lower-right walkway. Pause before following it, then jump into the entrance so you arrive high enough to get onto its right side.

  4. Leave the box on the yellow plate

    Push the box left until it rests on the yellow plate. The tall yellow barrier withdraws into the floor. Stop pushing while the box still covers the plate. Jump upward before steering left over the box; this keeps it in place. Watergirl collects the blue diamond farther left on this walkway.

  5. Reach the orange pair

    Walk left through the opened barrier and jump onto the small island below the orange crystal. Collect Fireboy’s red diamond on its right side and Watergirl’s blue diamond on its left side. Enter the orange pair to reach the upper-left exit chamber.

  6. Collect the exit-chamber diamonds

    Use both sides of the orange pair to reach Fireboy’s red diamond on the left and Watergirl’s blue diamond on the right. Move away from a receiving crystal before turning back into it. Return to the matching exit after collecting all six diamonds of your element.

  7. Bring the waiting hero through

    Follow the same lower and upper passages with the second hero. Leave the box on the yellow plate. If passing the green lever turns the wall pair off, walk clear and pass it again to turn it back on before using that pair. Reach the matching door with all twelve diamonds collected.

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

    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

    middle right

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

    Controls Moving platform 1.

  • Moving platform 1

    middle center

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

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

  • Portal 1

    lower 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

    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

    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

    upper right

    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

    upper left

    This portal needs no switch power.

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

  • Portal 6

    middle left

    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 right

    This portal needs no switch power.

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

  • Portal 8

    upper right

    This portal needs no switch power.

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

  • Stone box 1

    upper 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.

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 First Crystal Passages?

Open the green wall crystals, send the stone box through the pale-blue pair, and leave it on the yellow plate. Both heroes can then reach the orange pair and collect the remaining diamonds beside the exits. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper left. 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 First Crystal Passages?

12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The First Crystal Passages?

This room has no elemental pools.

What do the switches do in The First Crystal Passages?

Switch 1 (lower center): 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 (middle right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.