Forest · LEVEL 5 · Verified walkthrough

The Crossing Shelves

Climb the three crossing shelves in turns, then use the linked outer lifts to collect the remaining diamonds and reach the exits.

Level objective

Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Crossing Shelves, forest level 5: 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 · 5 of 32
Collectibles7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional.
Hazards2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 levers, 5 moving platforms
Win conditionBring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle right. Watergirl: middle left.

Step-by-step walkthrough

  1. Fireboy moves the purple shelf

    Fireboy jumps right onto the lowest moving shelf, then back left onto the side ledge above it. Walk past the purple lever. Wait for the shelf to slide right so Watergirl can use it.

  2. Watergirl moves the green shelf

    Watergirl jumps left onto the purple shelf, then back right onto her side ledge. Collect the blue diamond and keep climbing: jump left onto the next shelf, then right onto the ledge with the green lever. Walk past the lever and wait for the green shelf to slide left.

  3. Fireboy moves the white shelf

    Fireboy climbs via the green shelf and jumps back left for the orange diamond. Continue up via the highest moving shelf to the white lever on the left. Walk past it to move that shelf right for Watergirl, who follows the mirrored route up.

  4. Cross the top and swap sides

    Both heroes jump inward onto the broad top-center shelf and collect its two diamonds. Fireboy then heads RIGHT and jumps into the orange basin; Watergirl heads LEFT and jumps into the blue basin. Follow each safe basin outward, collecting the diamond above it.

  5. Board the outer lifts

    Watergirl first waits at the outer edge of the top blue basin. Fireboy jumps onto the far-right lift and rides down to the low orange diamond. Watergirl then promptly jumps onto the raised far-left lift to balance the pair. The pools beneath these shafts are dangerous to their riders: a grated lift does not protect a hero once its deck sinks below the liquid surface.

  6. Take turns making the other lift descend

    While Watergirl rides the left lift down to the low blue diamond, Fireboy repeatedly jumps straight up on the right lift. Each jump briefly removes his weight. Then swap jobs: Watergirl jumps straight up so Fireboy descends and her platform rises toward the upper side ledge.

  7. Collect the side-ledge diamonds together

    When Watergirl’s lift is just below the upper left ledge and Fireboy’s is near the upper right ledge, count down and both jump INWARD. Land on the upper side ledges and collect their diamonds. Check for all 14 diamonds before going to the doors below.

  8. Ride below the ledges to reach the doors

    Watergirl jumps back onto the left lift and rides below the upper ledge, then jumps RIGHT into the blue-door alcove. Fireboy jumps onto the returning right lift, rides below his upper ledge, then jumps LEFT into the red-door alcove. Both doors are one ledge below the side diamonds. Leave each lift at the exit ledge before it can sink into the pool at the bottom.

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 Moving platform 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 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 Moving platform 3.

  • Moving platform 1

    lower center

    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 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 3

    middle center

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

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

  • Moving platform 4

    lower left

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 5

    upper right

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

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 pulley is moving the wrong way

Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.

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 Crossing Shelves?

Climb the three crossing shelves in turns, then use the linked outer lifts to collect the remaining diamonds and reach the exits. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Crossing Shelves?

14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Crossing Shelves?

2 orange lava pools (upper right and lower left) and 2 blue water pools (upper left and lower right). 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 Crossing Shelves?

Switch 1 (lower 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 2 (middle center): 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. Switch 3 (upper center): Controls Moving platform 3. 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.