Friends · LEVEL 24 · Verified walkthrough

The Mirror Workshop

Use the lower mirror as a step, then aim both mirrors through the glass at the yellow receiver. Jumper operates orange while the heroes collect the lower diamonds, then holds pink for their final crossing over the goo.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Mirror Workshop, friends level 24: 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 · 24 of 36
Collectibles5 fire diamonds, 4 water diamonds. 0 marked diamonds required; 9 optional.
Hazards2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 1 lever, 4 moving platforms, 1 rolling stone
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper right.

Step-by-step walkthrough

  1. Make a mirror step

    Move the lower slider to its right end so the lower mirror lies horizontally. Leave the upper slider in the middle for now.

  2. Climb with Jumper

    Jumper stands to the right of the raised water basin. Jump up first and steer left into it. Hop out over its left rim onto the horizontal mirror, then stand near the mirror’s left end and jump up and right onto the middle shelf.

  3. Reach the goo’s left bank

    Hop over the lower slider knob. From the right half of the middle shelf, Jumper jumps right onto the dry bank to the left of the purple pool.

  4. Let Fireboy hold pink

    Fireboy crosses the first lava pool for red, hops out and jumps across the bottom water pool. Cross his second lava pool for another red, hop out on the right and hold pink at the bottom of the room.

  5. Aim the reflected beam

    Jumper jumps onto lowered pink above the goo. Move the lower slider a little left of centre, about 28% across its track, and the upper slider near the right end, about 92%. The beam should reflect from the upper mirror to the lower mirror, pass through the glass and reach the left-hand receiver. Wait for yellow to lower.

  6. Climb the right-hand exit steps

    Jumper jumps from pink to the dry right bank. Stand just left of yellow, jump up before steering right onto it, then jump left onto the stone step and left again onto the exit floor.

  7. Reach the roof lever

    Return right onto yellow, then left onto the dry bank. Jump back to pink and then the dry left bank. From there, jump almost straight up and steer slightly right onto the bottom tip of the long diagonal ramp. Walk up the ramp to the yellow lever.

  8. Check the lamp and visit the ball shelf

    The yellow lever switches the lamp. Leave it on. Walk back down the ramp, jump left onto the small floating shelf, then left onto the upper ball shelf. Nudge the ball left and return towards the shelf’s right-hand lip.

  9. Return below the goo

    Hop over the upper shelf’s right lip to the floating shelf. Return to the goo’s dry left bank. Step left off it, then steer right while falling to land on the broad island below.

  10. Hold orange

    Jumper crosses the island and jumps right onto the orange lift. Jump right to the orange plate’s ledge and hold it until the lift reaches its lower stop.

  11. Collect the raised blue diamond

    Watergirl approaches the first lava pool from the left. Jump upwards before steering right onto the left tip of the raised water basin, then hop into her water for blue.

  12. Collect the bottom and right blue diamonds

    Watergirl hops out over the basin’s right rim, walks into the bottom water for blue and jumps out on the right. From the dry bank just before the next lava pool, jump right onto lowered orange. Jump right again to the lower shelf for blue.

  13. Put both heroes on orange

    Fireboy leaves pink, approaches the lower right shelf from its left and jumps up before steering right onto it. Jump left onto orange. Watergirl follows left onto the lift. Jumper steps away from the orange plate and lets both heroes rise.

  14. Collect red above the island

    Both heroes jump left from orange onto the island. Fireboy walks to its upper left section and jumps straight up for red. Continue left and jump onto the middle shelf.

  15. Collect the far-left red diamond

    Fireboy crosses the middle shelf and jumps left onto the emitter’s ledge for red. Set the lower mirror horizontal again, jump right onto it, then jump up from its left end onto the middle shelf. Hop over the slider knob.

  16. Bring Watergirl to the middle shelf

    Watergirl crosses the island left and jumps onto the middle shelf. Both heroes are now ready to climb towards the purple pool.

  17. Move Jumper to pink

    Jumper steps left off the orange ledge, then steers right while falling onto the lower right shelf. Leave that shelf from its left tip, wait until fully beneath it, then steer right to the bottom and hold pink. Keep clear of the lava immediately to the left.

  18. Reach the upper bank together

    Each hero jumps right from the middle shelf’s right edge onto the dry bank beside the goo. Aim the sliders at the receiver again and wait for yellow to lower.

  19. Collect the final two diamonds

    Watergirl collects the upper blue diamond while jumping from the bank onto lowered pink. Fireboy stands near pink’s right end and jumps across for the last red, landing on the dry right bank. Watergirl follows the same jump.

  20. Climb into the exit chamber

    From just left of yellow, jump up first and steer right onto it. Walk towards its right end, jump up and left onto the stone step, then jump up and left again onto the exit floor. These jumps need a little vertical clearance before steering sideways.

  21. Finish in either order

    Fireboy walks left to the red door. Watergirl enters the blue door to its right. All nine diamonds have been collected; either hero can 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.

How this room’s mechanisms work

  • Switch 1

    lower right

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

    Controls Moving platform 3.

  • Switch 2

    upper 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.

  • Switch 3

    middle right

    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

    lower right

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

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

  • Moving platform 2

    upper right

    No switch is connected to this mechanism.

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

  • Moving platform 3

    middle center

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

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

  • Moving platform 4

    middle right

    No switch is connected to this mechanism.

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

  • Rolling stone 1

    upper left

    Push from the side to start it rolling. Slopes and gravity then guide its motion.

    A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.

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 Mirror Workshop?

Use the lower mirror as a step, then aim both mirrors through the glass at the yellow receiver. Jumper operates orange while the heroes collect the lower diamonds, then holds pink for their final crossing over the goo. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Mirror Workshop?

9 diamonds: 5 for Fireboy and 4 for Watergirl. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Mirror Workshop?

2 orange lava pools (lower left and lower right), 2 blue water pools (lower center), and 1 purple goo pool (middle center). Fireboy can enter orange lava; Watergirl must avoid it. 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 Mirror Workshop?

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