Friends · LEVEL 17 · Verified walkthrough

The Portal Diamond Vault

Use Jumper to deliver both crates, then use the white portals and green lift to bring the heroes upstairs. Fireboy retrieves the lava-side diamond; Watergirl visits the right-hand blue diamond before the white portal is reactivated. Raise both heroes to the ceiling portals and collect the left-hand diamonds on the way back to the doors.

Level objective

Collect all 9 ring-marked diamonds, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.

The Portal Diamond Vault, friends level 17: 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 · 17 of 36
Collectibles4 fire diamonds, 4 water diamonds, 1 neutral diamonds. 9 marked diamonds required; 0 optional.
Hazards1 lava pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 2 moving platforms, 4 portals, 2 stone boxes
Win conditionCollect all 9 ring-marked diamonds, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.
ExitsFireboy: lower center. Watergirl: lower left.

Step-by-step walkthrough

  1. Send Jumper through white

    Fireboy holds the white floor button. Jumper jumps towards the lower white portal from its left side. On arrival, move right along the middle ledge, jump up to the narrow upper step and cross left to green. Fireboy can leave white once Jumper is upstairs.

  2. Drop the right crate

    Jumper returns across the upper step, drops onto the right-hand shelf and stands to the right of its crate. Push the crate left off the shelf into the lava, then jump back to the shelf.

  3. Collect the lava-side red diamond

    Fireboy follows the crate through the lava, pushes it towards the right bank and jumps onto it. Jump again beneath the floating red diamond. Move to its right and push it left across the sloping bank. Stop beside the lower white portal, leaving room to jump around its small pedestal.

  4. Deliver the bowl crate

    Jumper returns to green and lowers its lift. Step into the lift shaft, then move right onto the shelf below before the lift rises. Push the second crate right down into the central bowl.

  5. Return Jumper to green

    Jumper jumps out of the bowl onto the left shelf. Return to the bottom floor by jumping left over the small lip. Watergirl holds white while Jumper repeats the portal journey, the right ledge jump and the walk to green.

  6. Collect Fireboy’s bowl diamond

    Fireboy jumps onto the lower crate, waits until his head clears the pedestal and steers left onto it. Enter white and move left into the bowl. Jump beneath the red diamond.

  7. Climb out using the bowl crate

    Push the bowl crate left. Jump onto it, then jump left onto the sloping wall and again onto the left shelf. Walk onto the lowered green lift. Jumper leaves green to raise Fireboy, who then stands on green himself.

  8. Send Watergirl to the right blue diamond

    Watergirl uses the lower crate to reach the white pedestal. Jumper returns to the bottom floor and holds white to send her through. Once she arrives, Jumper leaves white so Watergirl can move right safely. Jump beneath the right-hand blue diamond.

  9. Collect Watergirl’s bowl diamond

    With white off, Watergirl walks left into the bowl. Jump onto the left crate beneath the blue diamond, then climb out over the left wall. Board green while Fireboy holds it down; Fireboy steps away to raise her.

  10. Weight white and return Jumper

    Jumper moves to the right of the lower crate and nudges it left onto the white button. Jump through white, then out of the bowl and onto the green lift. Fireboy lowers and raises green for him. Jumper walks to the pale blue button on the middle ramp.

  11. Collect the high red diamond

    The pale blue button lowers the top lift. Fireboy climbs the middle ramp, jumps to the narrow right-hand step and crosses to the far-right upper ledge. Jump beneath its red diamond, then return to the narrow step.

  12. Board the top lift together

    From the narrow step, jump up before steering left onto the lowered top lift. Leave space for Watergirl to follow the same route. Jumper leaves the pale blue button to raise both heroes.

  13. Open the ceiling portals

    Jumper crosses left to hold the blue button. Each hero jumps into the upper portal in turn. After appearing on the left, steer down the left diamond column: Fireboy collects red, Watergirl collects blue, and either collects the shared diamond.

  14. Collect the last low blue diamond

    Both heroes step onto the green lift. Jumper leaves blue and holds green to lower them to the left shelf. Watergirl jumps over the small left lip and drops through the last blue diamond. Steer back towards the middle before landing if you want to wait outside her door.

  15. Return to both doors

    Fireboy drops from the left shelf and returns right to his red door. Watergirl enters the blue door on the lower left. All nine diamonds are collected; either hero may 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 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.

  • Switch 2

    middle center

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

    Controls Moving platform 2.

  • Switch 3

    middle left

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

    Controls Portal 3 and Portal 4.

  • Switch 4

    middle center

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

    Controls Moving platform 1.

  • Moving platform 1

    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 2

    middle left

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

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

  • Portal 1

    middle center

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

    Step inside to travel to Portal 2. Step out of the destination before trying to return.

  • Portal 2

    lower left

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

    Step inside to travel to Portal 1. Step out of the destination before trying to return.

  • Portal 3

    upper left

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

    Step inside to travel to Portal 4. Step out of the destination before trying to return.

  • Portal 4

    upper center

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

    Step inside to travel to Portal 3. Step out of the destination before trying to return.

  • Stone box 1

    middle right

    Walk against its side to push it along its supporting surface.

    A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.

  • Stone box 2

    middle center

    Walk against its side to push it along its supporting surface.

    A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.

If you get stuck

Check the unfinished objective

Count the ring-marked diamonds still visible. All 9 are required before both matching doors can finish this room; each hero collects their own color.

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 Portal Diamond Vault?

Use Jumper to deliver both crates, then use the white portals and green lift to bring the heroes upstairs. Fireboy retrieves the lava-side diamond; Watergirl visits the right-hand blue diamond before the white portal is reactivated. Raise both heroes to the ceiling portals and collect the left-hand diamonds on the way back to the doors. Collect all 9 ring-marked diamonds, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.

How many diamonds are required in The Portal Diamond Vault?

9 diamonds: 4 for Fireboy, 4 for Watergirl, and 1 for either hero. 9 ring-marked diamonds are required to finish.

Which hazards are in The Portal Diamond Vault?

1 orange lava pool (lower right). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Portal Diamond Vault?

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