Friends · LEVEL 23 · Verified walkthrough
Jumper turns the mirrors to rescue both heroes from their separate starting chambers. Collect the lower diamonds, ride the central fan, then use the yellow lift to reach the doors. Keep the two high emitter buttons untouched until both heroes reach the exit ledges.
Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | And Friends · 23 of 36 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 3 levers, 3 plates, 3 moving platforms, 1 fan |
| Win condition | Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper center. Watergirl: upper center. |
Jumper jumps right to the pink lever and activates it. Walk off the right side onto the lower right mirror, then drop left to the floor and activate the white lever. The blue beam lowers Watergirl’s lift.
Watergirl walks right onto the lowered blue lift. Jumper steps right past white, then returns left to turn it off. Wait for Watergirl to rise fully, then walk her right to the orange lever and activate it.
Jumper jumps from the left floor onto the central fan shelf. Jump up before steering right onto the pink ledge. Turn pink off and wait for the yellow beam to lower the right lift.
Fireboy walks left onto the lowered right lift. Watergirl walks left off the floor onto the same lift, then right into Fireboy’s starting chamber for blue. Return to the lift. Jumper turns pink on again to raise both heroes.
Watergirl crosses left to white and activates it. Fireboy walks left onto the lowered blue lift, steps left into Watergirl’s starting chamber for red and returns to the lift. Watergirl steps away from white and back again to raise Fireboy.
Fireboy jumps straight up beneath the red diamond to the right of the fan shelf. Watergirl jumps beneath the blue diamond on its left. Both then jump up first and steer onto the central shelf from the left.
Jumper turns pink off, drops right to orange and turns it off too. Walk left to hold the purple plate beneath the central shelf. The fan now lifts Fireboy and Watergirl.
Fireboy enters the updraught, rides above the middle shelves and steers right onto pink. Watergirl rides up next and steers left. Collect the two diamonds in the fan column on the way. Fireboy’s arrival turns pink on.
Jumper leaves the fan plate and activates white. Wait for the central lift to reach its lower stop.
Fireboy jumps up from the right side of his middle ledge before steering left onto the central lift. Watergirl jumps from the left side of her ledge and steers right onto it. Fireboy drops left for red and Watergirl drops right for blue.
Repeat the jumps onto the central lift. Watergirl crosses pink on her return, turning it off. With both heroes on the lift, Jumper steps away from white and back to turn it off. The upper yellow receiver raises the lift.
Watergirl steps left onto the blue exit ledge and Fireboy steps right onto the red exit ledge. Wait just outside the doors if you want to operate the two remaining high buttons before finishing.
From the lower left floor, Jumper jumps onto the lower left mirror, then the upper left mirror and finally the high yellow ledge. Hold its button, then leave to the left. The yellow emitter switches off when Jumper releases it.
Return Jumper through the central shelf to the pink ledge. Jump from its right edge onto the upper right mirror, then onto the highest right-hand ledge and hold blue.
Watergirl walks left into the blue door and Fireboy walks right into the red door. All eight diamonds have been collected; either hero may enter 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.
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.
This switch has no connected device in the current room.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This switch has no connected device in the current room.
lower right
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.
This switch has no connected device in the current room.
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.
This switch has no connected device in the current room.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This switch has no connected device in the current room.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1.
middle center
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
lower center
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
lower center
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
middle center
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.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
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.
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.
Jumper turns the mirrors to rescue both heroes from their separate starting chambers. Collect the lower diamonds, ride the central fan, then use the yellow lift to reach the doors. Keep the two high emitter buttons untouched until both heroes reach the exit ledges. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (lower center): This switch has no connected device in the current room. 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 (upper center): This switch has no connected device in the current room. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower right): This switch has no connected device in the current room. 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 (middle center): This switch has no connected device in the current room. 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 5 (upper right): This switch has no connected device in the current room. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (lower center): Controls Fan 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.