Friends · LEVEL 18 · Verified walkthrough

The Three Ways Across

Use the jumping friend to operate the plates and free the heavy friend. The heavy friend carries Fireboy over the bottom water, passes through the green portal and helps both heroes climb to the fan and upper exits.

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Level objective

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

The Three Ways Across, friends level 18: 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 · 18 of 36
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards2 lava pools, 3 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 1 lever, 3 moving platforms, 2 portals, 1 fan
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper center.

Step-by-step walkthrough

  1. Open the yellow passage

    The jumping friend leaps from the bottom pool onto the middle-left platform and holds yellow. Fireboy jumps from his starting slope onto this platform and collects its red diamond.

  2. Bring the orange ferry left

    The jumping friend jumps onto the middle water shelf, then onto the orange ferry above it. Fireboy jumps left into the lower lava pool, collects red and hops onto its dry left bank to hold orange. Wait for the ferry to travel left.

  3. Free the heavy friend

    The jumping friend leaps to the upper-left shelf, drops around its right edge and walks left along the floor below to turn on the white lever. Jump back onto the ferry. The heavy friend can now walk right out of the open white gate and drop onto the same ferry.

  4. Send the ferry back

    Fireboy steps right off orange. Wait until the ferry has carried both friends to the right. The jumping friend drops via the middle water shelf onto the yellow platform and holds yellow again.

  5. Bring Watergirl upstairs

    Watergirl jumps onto the sloping right tip of Fireboy’s starting shelf, then jumps right through the open yellow passage. From the middle platform, jump onto the dry tip of the water shelf above. Cross the matching water and hop onto the dry bank on its upper left.

  6. Collect the ferry diamonds

    Watergirl jumps onto the heavy friend’s head on the ferry and collects blue. Fireboy holds orange to carry both left. Watergirl jumps from the heavy friend for the high blue diamond near the left wall. Fireboy releases orange and waits for the ferry to return right.

  7. Descend with the heavy friend

    Watergirl jumps right off the ferry onto dry ground, then drops to the middle water shelf. The heavy friend follows, hops out over its small left lip and descends to the yellow platform. Keep the jumping friend on yellow while the heavy friend walks left through the gate and falls into the bottom pool.

  8. Carry Fireboy over the water

    Fireboy hops right out of the lower lava, drops from the middle platform onto the heavy friend’s head and stays aboard. Walk the heavy friend right through the bottom water to collect Fireboy’s low red diamond.

  9. Collect the low blue diamonds

    Watergirl returns left over the middle water shelf’s lip, drops to the platform below and jumps right from its descending edge for the blue diamond underneath the water shelf. Continue along the bottom pool to collect the far-right blue diamond.

  10. Power the green portals

    The jumping friend drops into the bottom pool, walks right and jumps onto the lower-right platform. Hold its green plate. Keep the friend there until Watergirl and the heavy friend have both used the portal.

  11. Land Fireboy on the right bank

    Carry Fireboy to just left of the right-hand bank’s lowest sloping tip. Jump from the heavy friend’s head, rise before steering right and land on the tip. Walk up the slope to the dry bank beside the water.

  12. Move Watergirl through the portal

    Watergirl returns along the bottom pool to the far-left dry lip. Hop onto it and jump left into the powered green portal. She emerges over the right-hand water and lands safely.

  13. Move the heavy friend through too

    Return the heavy friend to the far-left pool edge. Hop onto the dry lip and continue left through the green portal. The friend emerges beside Watergirl.

  14. Switch the jumping friend to the fan

    The jumping friend can now leave green. Drop left to the bottom pool, jump back onto the middle-left platform and then the middle water shelf. Jump onto its right-hand bank and hold the pale blue plate to power the fan.

  15. Use the heavy friend as a moving step

    Position the heavy friend just inside the right-hand water beside its dry left bank. Both heroes jump onto the friend’s head. Carry them right, stopping before their heads touch the underside of the small right-wall ledge. Each hero jumps up, then steers right to land on that ledge.

  16. Send Watergirl up the fan

    Watergirl jumps left from the small ledge onto the sloping tip of the fan platform. Walk into the powered wind, collect blue while rising and steer left above the upper stone roof. Land on the roof beside the exits.

  17. Collect the red below the fan

    Fireboy drops left from the small ledge back onto the heavy friend. Carry him left beneath the red diamond hanging below the fan platform, then jump vertically from the friend’s head to collect it. Return the heavy friend to the right and repeat the climb onto the small ledge.

  18. Collect the upper-right red

    Fireboy jumps left to the fan platform and rides the wind up. Steer right at the top onto the upper-right shelf and collect red. Jump back left into the wind, then steer onto the roof with Watergirl.

  19. Finish together

    With all ten diamonds collected, walk Fireboy to the red door and Watergirl to the blue door on the upper roof. Either hero may arrive 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

    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 2

    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 1.

  • Switch 3

    lower center

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

    Controls Moving platform 3.

  • Switch 4

    middle center

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

    Controls Fan 1.

  • Switch 5

    lower right

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

    Controls Portal 1 and Portal 2.

  • Moving platform 1

    upper 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 2

    middle center

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

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

  • Moving platform 3

    middle left

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

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

  • Portal 1

    middle right

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

    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 5.

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

  • Fan 1

    upper right

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

    The air current pushes up. 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.

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 Three Ways Across?

Use the jumping friend to operate the plates and free the heavy friend. The heavy friend carries Fireboy over the bottom water, passes through the green portal and helps both heroes climb to the fan and upper exits. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper center. 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 Three Ways Across?

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 Three Ways Across?

2 orange lava pools (middle left) and 3 blue water pools (middle center, lower right, and lower center). 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 Three Ways Across?

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