Forest · LEVEL 28 · Verified walkthrough

The Crosswind Shelves

Send Watergirl around the upper-right pools to stop the crosswind, then use Fireboy’s bridge and gate controls to exchange routes and collect every diamond.

Level objective

Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 18 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Crosswind Shelves, forest level 28: 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 Forest Temple · 28 of 32
Collectibles9 fire diamonds, 9 water diamonds. 0 marked diamonds required; 18 optional.
Hazards4 lava pools, 4 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 levers, 2 moving platforms, 2 fans
Win conditionBring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 18 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower right. Watergirl: lower center.

Step-by-step walkthrough

  1. Send Watergirl across the top

    Watergirl crosses the first water pool, then jumps from its right bank onto the small upper platform for her high diamond. Jump right to the dry bank beyond the long lava pool, cross the small water pool and jump across the last lava pool. Jump onto the high right-hand shelf for the next blue diamond.

  2. Stop the upper crosswind

    Watergirl steps down the outside of the right-hand shelf, crosses the water below and drops from its left end. Jump right onto the lower shelf with the Pink lever and walk through its handle to stop the upper fan. Leave Watergirl on this shelf.

  3. Bring Fireboy through the upper route

    Fireboy jumps across the first water pool via the little high platform, collecting its red diamond, then lands on the dry bank to the right. Walk through the long lava pool for both red diamonds. Jump across the next water pool to the far-right dry bank, then step down at the right end of the upper walkway.

  4. Move the Purple bridge left

    Fireboy jumps left onto the walkway beneath the stopped fan, then follows it left through both red diamonds. Cross the Purple lever, return to its handle and use the nearby Use control if needed so the Purple bridge below moves fully left.

  5. Cross the middle shelves

    Fireboy returns to the right end of this walkway and drops onto the middle lava shelf. Collect its red diamond, jump left to the narrow middle block, then jump left across the moved Purple bridge to the far-left platform. Collect the red diamond and cross the Green lever to raise the bottom-right gate.

  6. Descend beside the water

    Fireboy steps off the right edge of the far-left platform and steers back left underneath it to land on the dry bank below. Keep clear of the water to the right. Step left off that bank into the bottom corridor and follow the wind right to the Yellow lever, collecting the low red diamond on the way.

  7. Finish Fireboy’s lower diamonds

    Return left, then jump back across the low corridor towards the Yellow lever. Jump onto the raised central step and continue right along the bottom, collecting the red diamond in the lava. Stop on the dry bank before the red exit.

  8. Bring Watergirl down on the right

    Watergirl jumps left from the Pink-lever shelf and drops to the bottom-right corridor. Jump left across the lava towards the dry bank, collecting the high blue diamond over the pool. Continue left over the central step.

  9. Climb back on the left

    Follow the bottom corridor all the way left. Jump onto the little far-left step, then jump straight up before steering right onto the dry middle shelf. Watergirl can now cross its water pool to collect both blue diamonds.

  10. Recover the far-left blue diamond

    From the pool’s right bank, jump onto the narrow stone wall, then jump left onto the Purple bridge. Jump left again to the platform with the Green lever. Walk to its far-left end and jump for the remaining high blue diamond.

  11. Keep Green open and return

    Return to the Green handle and use Use if needed to leave the bottom-right gate raised. Walk off the platform’s right edge to the water shelf below. Cross the pool, jump onto its right-hand wall, then step down to the dry ledge just left of the blue exit.

  12. Enter both matching doors

    With all diamonds collected, walk Watergirl right into the blue door and Fireboy right into the red door. The Green gate must remain raised for Fireboy. Either hero can enter first.

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

    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 2

    middle 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 Moving platform 1.

  • Switch 3

    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 Fan 2.

  • Switch 4

    middle 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.

    Controls Moving platform 2.

  • Moving platform 1

    middle center

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

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

  • Moving platform 2

    lower right

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

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

  • Fan 1

    middle center

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

    The air current pushes right. Stay in the stream until you can move onto a dry landing.

  • Fan 2

    lower left

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

    The air current pushes right. 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.

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 Crosswind Shelves?

Send Watergirl around the upper-right pools to stop the crosswind, then use Fireboy’s bridge and gate controls to exchange routes and collect every diamond. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 18 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Crosswind Shelves?

18 diamonds: 9 for Fireboy and 9 for Watergirl. None are required to finish. 18 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Crosswind Shelves?

4 orange lava pools (upper center, middle center, and lower right) and 4 blue water pools (upper left, upper center, middle right, and lower left). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Crosswind Shelves?

Switch 1 (lower right): 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 2 (middle center): 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 3 (lower 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. Switch 4 (middle left): Controls Moving platform 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.