Friends · LEVEL 14 · Verified walkthrough

The Leaping Shortcut

Use the jumping friend to operate orange and yellow while the small friend opens the green passage. Ride the upper lift together, then coordinate the pink lift, timed blue gate and two pale blue plates to reach the lower-left exits.

Level objective

Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Leaping Shortcut, friends level 14: 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
CampaignAnd Friends · 14 of 36
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards3 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms6 plates, 1 lever, 7 moving platforms
Win conditionBring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower left. Watergirl: lower left.

Step-by-step walkthrough

  1. Raise the orange bridge

    The jumping friend leaps left across the upper goo pool and holds orange. Keep the friend there while the small friend uses the raised bridge to cross left.

  2. Send the small friend below

    The small friend drops around the far-left edge onto the floor below. Move the jumping friend off orange so the bridge lowers. The small friend jumps across this lower bridge and walks right through the low passage to turn the green lever on.

  3. Collect the left-hand diamonds

    Each hero jumps up and over the central stone tower into the left starting area. The jumping friend holds orange again. Cross the raised bridge, then jump onto the small far-left shelf. Fireboy collects red; Watergirl jumps again from the shelf for blue. Both return across orange to the starting area.

  4. Lower the yellow lift

    The jumping friend leaves orange with a long jump to the right. Cross the central tower, then leap over the large right-hand goo pool and hold yellow.

  5. Ride up together

    Both heroes cross the central tower and jump right from the dry edge onto the lowered yellow lift. Wait until both are aboard, then move the jumping friend off yellow. The lift rises with both heroes.

  6. Collect the upper-right diamonds

    Each hero jumps from the lift to the high right-hand shelf. Watergirl collects blue on the lower part, then Fireboy jumps onto the top step for red.

  7. Lower the pink lift

    The small friend follows the middle passage right and holds pink. Each hero steps off the left end of the high shelf onto the dry floor beside yellow, then walks right onto the lowered pink lift. Step left from the lift onto the middle shelf; Fireboy collects red here.

  8. Bring the jumping friend down

    The jumping friend follows the same pink-lift route and steps left onto the middle shelf. Once all three are off the lift, the small friend steps left off pink so it rises out of the lower passage.

  9. Descend the right-hand steps

    Both heroes and both friends move right off the middle shelf onto the lower stone steps. Fireboy continues left to the bottom floor for red. Watergirl jumps near the steps’ left tip for blue before descending.

  10. Hold the timed blue plate

    The small friend drops left off the lower steps, then walks back underneath them to hold blue at the far right of the bottom floor.

  11. Open the central pale blue gate

    The jumping friend descends from the steps, crosses the open blue gate and jumps onto the central raised shelf. Hold its pale blue plate.

  12. Collect the central lower diamonds

    Both heroes cross the blue gate and the open central gate. Watergirl collects the bottom blue diamond along the way. Fireboy jumps below the red diamond beside the left-hand raised block. Stop to the right of that block.

  13. Change who holds blue

    Watergirl returns along the bottom floor to hold the far-right blue plate. Keep the jumping friend on the central pale blue plate throughout this handover.

  14. Use the small crawlspace

    The small friend now walks left through both open gates and crawls underneath the low left-hand block. Emerge at its left end, jump onto the sloping lip and walk up to hold the second pale blue plate.

  15. Leave the timed gate promptly

    Watergirl leaves blue and immediately runs left through its gate before the two-second delay expires. Continue through the central gate to join Fireboy beside the left block.

  16. Cross the last raised block

    Both heroes jump left onto the block through the opening made by the small friend. Keep both friends on their pale blue plates until the heroes have crossed.

  17. Collect the last blue diamond

    Watergirl drops from the block’s left edge and jumps past her door towards the far-left wall. Jump there for the final blue diamond before returning to the exit.

  18. Finish at the matching exits

    Fireboy descends from the left block and enters the red door. Watergirl enters blue after collecting her last diamond. Either hero can finish 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 center

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

    Controls Moving platform 6.

  • Switch 2

    middle 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

    lower left

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

    Controls Moving platform 7.

  • Switch 4

    middle right

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

    Controls Moving platform 3.

  • Switch 5

    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 6

    lower right

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

    Controls Moving platform 5.

  • Switch 7

    middle right

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

    Controls Moving platform 4.

  • Moving platform 1

    upper center

    At least one of these inputs must be active: Switch 5.

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

  • Moving platform 2

    middle left

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

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

  • Moving platform 3

    upper center

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

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

  • Moving platform 4

    middle right

    At least one of these inputs must be active: Switch 7.

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

  • Moving platform 5

    lower center

    At least one of these inputs must be active: Switch 6.

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

  • Moving platform 6

    lower center

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

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

  • Moving platform 7

    lower center

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

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

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 Leaping Shortcut?

Use the jumping friend to operate orange and yellow while the small friend opens the green passage. Ride the upper lift together, then coordinate the pink lift, timed blue gate and two pale blue plates to reach the lower-left exits. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Leaping Shortcut?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Leaping Shortcut?

3 purple goo pools (middle left and middle center). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Leaping Shortcut?

Switch 1 (lower center): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle 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 (lower left): Controls Moving platform 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (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 6 (lower right): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (middle right): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.