Friends · LEVEL 20 · Verified walkthrough

The Timed Tunnel

Alternate the blue gates to free the small friend. Use the timed green fan and white bridge to reach the upper diamonds, then send the friend through the low right-hand tunnel. Finish by sharing the bottom switches and riding the left fan to the doors.

Level objective

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

The Timed Tunnel, friends level 20: 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 · 20 of 36
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms6 plates, 1 lever, 5 moving platforms, 3 fans
Win conditionBring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle left. Watergirl: middle left.

Step-by-step walkthrough

  1. Free the small friend from the left stairs

    Fireboy drops from the right end of his starting floor and walks to the blue lever below. Turn it on so the small friend can descend the first two steps. Turn it off for the next leftward crossing, then on again for the last low gate. Wait for each gate to finish moving before crossing.

  2. Power the first fan

    The small friend descends onto the floor with the blue lever, walks right beneath the low wall and holds the timed green plate.

  3. Collect the upper diamonds

    Fireboy and Watergirl take turns entering the central fan and steering right onto the upper roof. Fireboy collects red in the shaft and on the far-right slope. Watergirl collects blue in the shaft and on the roof. Continue down the right slope to the white plate.

  4. Cross the timed white bridge

    Watergirl holds white while Fireboy jumps left from the right-hand ledge onto the extended bridge. Walk towards its left end, then jump left again onto the small shelf for red.

  5. Bring Fireboy to the right fan

    Drop around the right side of the red-diamond shelf onto the middle ledge. Walk off its right end onto the lower floor and continue right towards the second fan.

  6. Move the small friend through the timed fan

    The small friend leaves green and immediately moves left into the fan. Steer right onto the roof as soon as the friend rises high enough; the fan stops after the plate’s short delay. Follow the roof and right-hand slope to hold white.

  7. Bring Watergirl to pink

    Watergirl crosses the white bridge, descends around the middle ledge and holds the pink plate on the right. Fireboy rises in its fan and collects the high red diamond.

  8. Use the small friend’s low passage

    The small friend leaves white, jumps left onto the moving bridge before it returns, then jumps down-left to the middle ledge. Follow the right-hand lower floor into the active fan. Steer right over the narrow wall and descend to the floor below.

  9. Open the yellow gate

    The small friend walks left through the low tunnel beneath the upper floor and holds yellow. Watergirl steps off pink so Fireboy can descend safely before crossing left.

  10. Collect the central blue diamond

    Each hero crosses the open yellow gate, leaves the upper floor at its left edge and lands beside the central tower. Jump upward before steering left onto its top shelf. Watergirl collects blue.

  11. Open the bottom orange hatch

    Watergirl drops around the tower’s left edge, walks right through the bottom water pool for blue, then jumps out at its right lip. Hold orange to move the hatch above. The small friend can now walk right through the low tunnel and drop through the opening.

  12. Power the final fan

    The small friend crosses the bottom water pool, jumps out at the left lip and holds the pale blue plate. Watergirl returns across the same pool and Fireboy descends from the central shelf.

  13. Collect the final left-hand diamonds

    Each hero enters the left fan from the bottom floor. Fireboy collects the low red diamond and Watergirl collects blue above it. Steer right onto the exit ledge while the small friend keeps the fan powered.

  14. Enter the matching doors

    Fireboy enters red and Watergirl enters blue. 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

    middle right

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

    Controls Moving platform 1.

  • Switch 2

    middle center

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

    Controls Fan 1.

  • Switch 3

    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 and Moving platform 3.

  • Switch 4

    lower center

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

    Controls Moving platform 4.

  • Switch 5

    lower right

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

    Controls Fan 2.

  • Switch 6

    lower left

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

    Controls Fan 3.

  • Switch 7

    lower right

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

    Controls Moving platform 5.

  • Moving platform 1

    middle right

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

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

  • Moving platform 2

    upper left

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

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

  • Moving platform 4

    lower 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 5

    lower right

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

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

  • Fan 1

    upper center

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

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

  • Fan 2

    middle right

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

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

  • Fan 3

    lower left

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

    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 Timed Tunnel?

Alternate the blue gates to free the small friend. Use the timed green fan and white bridge to reach the upper diamonds, then send the friend through the low right-hand tunnel. Finish by sharing the bottom switches and riding the left fan to the doors. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle 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 Timed Tunnel?

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 Timed Tunnel?

1 blue water pool (lower right) and 1 purple goo pool (middle right). Watergirl can enter blue water; Fireboy must avoid it. 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 Timed Tunnel?

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