Crystal · LEVEL 9 · Verified walkthrough
Trade the orange pressure plates to climb the left shelves, ride the timed fan and balance the seesaw together. Fireboy collects the lava diamonds while Watergirl uses the yellow passage, then both reach the right-hand exits through the white crystals.
Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 18 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Crystal Temple · 9 of 39 |
|---|---|
| Collectibles | 9 fire diamonds, 9 water diamonds. 0 marked diamonds required; 18 optional. |
| Hazards | 4 lava pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 4 plates, 1 moving platform, 6 portals, 1 fan, 1 hanging plank |
| Win condition | Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 18 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower right. Watergirl: middle right. |
Fireboy stands on the bottom orange plate. Watergirl approaches the left wall and jumps into the orange crystal. After arriving above, move right onto the lower shelf, return to its raised left end, then jump onto the higher orange plate. Keep that plate pressed while Fireboy follows.
Fireboy explores the lower left shelf for his red diamond. Watergirl collects the blue diamonds on the lower shelves and the diagonal middle ledge. Use the raised left end of the lower shelf to jump back onto the orange plate, then cross right and climb the narrow shelves above it.
Climb left onto the purple pressure plate. Jump left into the fan, rise along the wall, and steer right onto the upper shelf. Fireboy collects the red diamond beside the fan; Watergirl collects the high blue diamond in the wind. Both heroes can follow this route, activating the plate before each ride.
Cross the top shelves to the seesaw. Fireboy stands near its right end while Watergirl jumps near its left end. Let the beam settle, then Watergirl jumps again to collect the highest blue diamond.
Watergirl stays near the left end to raise Fireboy’s end of the seesaw. Fireboy walks to its right tip and jumps to the high ledge, collecting the red diamond on the way. Walk across the green lever to open the gate below.
Fireboy returns left over the seesaw and upper shelves. Drop from the left side of the top shelf, cross the purple plate and jump onto the diagonal middle shelf. Follow it right through the red diamond. Return left through the stepped shelves and ride the fan again.
Cross the seesaw again and walk off its right end, keeping the green lever switched on. Pass through the open gate to the middle gallery and collect its red diamond. Fireboy descends through the lava terraces, collecting every red diamond, then stands on the bottom yellow plate.
Watergirl crosses the seesaw and open gate, collecting the right-hand blue diamond. Walk left along the gallery into the powered yellow crystal. After emerging below, move left onto the yellow pressure plate so Fireboy can leave it.
Fireboy jumps right over the small bottom mound towards the white floor crystal. He emerges below the ceiling in the exit tower. Land on the upper shelf, walk off its left edge, then steer right immediately towards the lower red door.
Watergirl follows through the bottom white crystal, collecting the lowest blue diamond during the approach. From the upper exit shelf, jump left for the high blue diamond, then continue down the shaft through the middle blue diamond. The bottom white crystal returns her to the blue exit shelf.
Check that all eighteen diamonds are collected. Fireboy stands in the lower red door and Watergirl in the upper blue door. Either hero can arrive first; the room completes when both reach 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.
upper right
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 Moving platform 1.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 1 and Portal 2.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 1 and Portal 2.
lower 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.
upper right
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 3 and Switch 4.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
lower left
At least one of these inputs must be active: Switch 3 and Switch 4.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
middle right
This portal needs no switch power.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
lower right
This portal needs no switch power.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Switch 5.
Step inside to travel to Portal 6. Step out of the destination before trying to return.
lower center
At least one of these inputs must be active: Switch 5.
Step inside to travel to Portal 5. Step out of the destination before trying to return.
upper left
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.
upper right
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
Trade the orange pressure plates to climb the left shelves, ride the timed fan and balance the seesaw together. Fireboy collects the lava diamonds while Watergirl uses the yellow passage, then both reach the right-hand exits through the white crystals. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 18 unmarked diamonds are optional; collect every diamond for a perfect clear.
18 diamonds: 9 for Fireboy and 9 for Watergirl. None are required to finish. 18 unmarked diamonds are optional collectibles for a perfect clear.
4 orange lava pools (middle center and lower center). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (upper right): Controls Moving platform 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 2 (middle left): Controls Fan 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle left): Controls Portal 1 and Portal 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower left): Controls Portal 1 and Portal 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower 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.