Crystal · LEVEL 8 · Verified walkthrough
Share all four pressure plates, collect the eleven diamonds including the neutral one, then return through the upper green crystal to the lower-left exits.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 8 of 39 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 10 optional. |
| Hazards | 3 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 3 moving platforms, 4 portals |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower center. Watergirl: lower center. |
Fireboy approaches the lower green crystal slowly from the right. Make a short return through the upper crystal, then steer left as he arrives back below, before moving clear of the receiving crystal. Continue left to the pale-blue plate at the bottom wall and keep it pressed. This lowers the gate into the neutral-diamond chamber.
Watergirl jumps onto the lower-left shelf and passes the lowered gate for the neutral diamond. Return to the bottom floor and use the green pair’s return to get to the right of the lower crystal. Cross her safe bottom blue pool, use the small angled stone and the right end of the long middle shelf to climb upward, and collect the central blue diamond above the orange plate. Hold orange.
Fireboy leaves pale-blue and uses the green pair to reach the upper-left roof. Collect its red diamond, then descend around the roof’s left end onto the dry bank beside the upper blue pool. Wait there.
Watergirl leaves orange. Jump left onto her middle blue pool for its diamond, cross to the right-hand middle diamond, and climb the right ledges for the blue diamond above the white plate. Continue around the far-right upper slope and jump onto the top roof for the highest blue diamond. Return to the purple plate below that roof and keep it pressed.
The purple plate lowers the small platform over the upper blue pool. Fireboy jumps onto it, jumps to the dry bank beyond the pool, and drops around the right end of the pool shelf to collect the red diamond in the passage below. Watergirl can now leave purple and descend onto the white plate in the middle-right chamber. Hold it to retract the platform across the left-hand opening.
Fireboy walks left along the middle passage and drops through the opening made by white for the red diamond below. Follow the long lower stone ramp to its right end, drop to the bottom floor, and use the green pair to regain the upper roof on its right side. Descend around the right-hand ledges and collect the red diamond above the middle-right shelf.
Watergirl leaves white and returns through the middle shelves to the orange plate. Keep her there. Fireboy jumps into the orange crystal at the right wall. Collect the red diamond above the lower orange crystal, then fall back through that crystal so the pair returns him to the right-hand shelf. He must avoid the blue pool underneath.
Fireboy jumps left onto the shelf above the middle-right passage, then onto the short sloping ledge above it. Follow that upper ledge all the way to the far-right slope, jump left onto the top roof, and stop safely on its flat part. Every diamond is now collected.
Watergirl may leave orange. Jump back through her middle blue pool, cross the right-hand shelves, and climb around the far-right upper slope onto the top roof. Approach the upper green crystal from its right. It brings her to the left side of the lower green crystal, beside the exit corridor. Continue left to her blue door.
Fireboy also walks left from the upper-right roof into the green crystal, then continues left below to his red door. Either hero may enter first once Fireboy is waiting on the flat top roof. Finish with all eleven original diamonds, including the neutral diamond.
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.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
lower 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.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
lower center
This portal needs no switch power.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
upper center
This portal needs no switch power.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
middle right
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
lower right
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
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 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.
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.
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.
Share all four pressure plates, collect the eleven diamonds including the neutral one, then return through the upper green crystal to the lower-left exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
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.
3 blue water pools (upper left, middle center, and lower right). Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (lower left): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (upper center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle center): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower 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.