Crystal · LEVEL 6 · Verified walkthrough

The Timed Wind Ascent

Use the original always-open purple pair for a short route to both upper exits. This source room has no diamonds. The side levers, fans and timed platforms are retained and separately checked; they are not required for this portal shortcut.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together.

The Timed Wind Ascent, crystal level 6: 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 · 6 of 39
Collectibles0 fire diamonds, 0 water diamonds. 0 marked diamonds required; 0 optional.
HazardsNo elemental pools in this room.
Mechanisms2 plates, 2 levers, 2 moving platforms, 2 portals, 2 fans
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Use the purple shortcut

    Either hero may go first. Approach the purple crystal in the middle of the bottom corridor: Fireboy comes from the right and Watergirl from the left. Cross it to reach the upper opening.

  2. Turn toward the matching exit

    Fireboy needs the right upper shelf; Watergirl needs the left one. Turn and jump toward that shelf just after arriving. The verified route briefly returns through the pair while turning: reverse across the lower crystal again, then steer toward your matching door as you reappear above. Stay beside the crystal while changing direction.

  3. Bring the other hero through

    Leave the first hero at the matching door. Repeat the same approach and turn with the other hero, then enter the remaining upper door. There are no diamonds to find in this original room.

  4. Optional: try the side mechanisms

    For the longer side route, leave the upper exits before finishing. Drop onto the lever shelves below: Fireboy touches the pale-blue lever on the right and Watergirl touches the orange lever on the left. Each powers the opposite fan. Descend to the middle shelves, enter the fan on your own side, and ride upward to the outer wall. Cross its top and drop to the ledge outside it, then walk inward along that lower ledge to the timed plate. Each plate moves the lower platform on the opposite side; it remains powered for eight seconds after you step off. These contacts and resets are checked separately from the shortcut completion.

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 right

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

    Controls Moving platform 1.

  • Switch 2

    lower left

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

    Controls Moving platform 2.

  • Switch 3

    upper 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 Fan 1.

  • Switch 4

    upper 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 Fan 2.

  • Moving platform 1

    lower left

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

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

  • Moving platform 2

    lower right

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

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

  • Portal 1

    upper center

    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 center

    This portal needs no switch power.

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

  • Fan 1

    upper right

    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.

  • Fan 2

    upper left

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

    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 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 Timed Wind Ascent?

Use the original always-open purple pair for a short route to both upper exits. This source room has no diamonds. The side levers, fans and timed platforms are retained and separately checked; they are not required for this portal shortcut. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together.

How many diamonds are required in The Timed Wind Ascent?

0 diamonds: . None are required to finish.

Which hazards are in The Timed Wind Ascent?

This room has no elemental pools.

What do the switches do in The Timed Wind Ascent?

Switch 1 (lower right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper center): 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 (upper center): Controls Fan 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.