Friends · LEVEL 25 · Verified walkthrough
Use the two hanging platforms to open the return lift. Rescue the small friend, use the crate as a step across lava, and guide the friend through the narrow zigzag and roof passages. The pink gate needs to change position while the friend leaves the far-right alcove. Finally, hold the yellow button to lower the heroes towards their exits.
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Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | And Friends · 25 of 36 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 2 lava pools, 2 water pools, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 2 levers, 6 moving platforms, 2 hanging planks, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower right. Watergirl: lower right. |
Fireboy jumps from the left bank onto the first hanging platform and then the central island, collecting the red diamond. He crosses his lava and jumps onto the green button above the white lever. Watergirl follows across both hanging platforms, collects the blue diamond and walks through the raised green gate to turn white on.
Watergirl returns across the second hanging platform to the island. Fireboy drops into his lava before jumping onto that platform from nearby. Both heroes cross the first hanging platform back to the left bank, then jump onto the lowered white lift and up to the middle passage.
Fireboy collects the middle red diamond. Watergirl jumps across the middle lava for her blue diamond. From the dry ground just left of the small rising slope, jump onto the platform above, then left onto the upper water bank.
Fireboy jumps from the upper pool’s right bank onto the crate and jumps again for the high red diamond. Jump left onto dry stone. Watergirl pushes the crate towards the left bank, stopping before it traps Fireboy against the wall. Fireboy jumps onto it and up to the yellow button.
Watergirl uses the crate to jump for the high blue diamond and joins Fireboy at the yellow button. Select the small friend, walk right into the newly opened floor gap, then left off the short shelf and right onto the middle passage. Stop on dry stone before the lava.
Watergirl drops onto the yellow panel beside the crate. Fireboy leaves the button, allowing the panel to return and Watergirl to drop to the crate’s left side. She pushes it back towards the middle of the pool. Fireboy uses the crate to cross to the right bank and jumps onto the middle platform, leaving the delivery path clear.
Watergirl uses short, controlled pushes to send the crate off the upper bank onto the middle platform. Fireboy pushes it left off that platform onto the passage below. Watergirl jumps over the crate and waits safely on the right before Fireboy pushes it into the middle lava. Leave it near the lava’s left side as a stepping stone.
The small friend jumps from the left bank onto the crate and then onto the dry right bank. Follow the passage underneath the blue gate. At the right-hand slope, jump near the stone corner and continue up onto the platform.
Jump left across the gap and walk up the slope to the zigzag. Alternate between its left and right steps, waiting briefly before steering sideways so the rounded feet can catch each corner. At the top, drop left onto the blue button and stay there.
Fireboy crosses the raised blue gate along the lower passage. Watergirl first drops off the left edge of the middle platform, then follows him through. Both climb the right platforms to the pink lever. Watergirl jumps for the high blue diamond here. Turn pink on and then back off before leaving; its lower passage must be open for the heroes.
Jump across to the stone before the purple goo, then jump across the goo to the right bank. Fireboy jumps for the high red diamond. Walk right past the end of the bank and drop onto the yellow lift. Watergirl follows and waits there.
The small friend leaves blue by dropping off its left edge and returning along the lower passage. Climb the zigzag again, but this time jump right at the top and walk through the low roof passage. Continue to the far-right alcove and stop before the closed pink gate.
Fireboy jumps from the right lift back to the bank, crosses the goo and returns to the pink lever. Turn pink on so the friend can walk left out of the upper alcove and drop onto the bank. Turn pink off again so the friend can walk right through the lower passage and drop onto the lift.
The small friend walks left off the right-hand platform, drops into the narrow passage beneath it and walks right onto the yellow button. Keep the friend there. Fireboy returns across the goo and joins Watergirl on the lowered lift.
Drop left from the lowered lift onto the bottom floor. Fireboy jumps for the far-right red diamond. Both heroes jump left across the bottom goo. Watergirl jumps for the blue diamond beside her exit ledge, then jumps up onto that ledge.
Fireboy walks left into the lower red door. Watergirl walks left into the upper blue door. Either hero can enter first; all ten diamonds should be collected before finishing.
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
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
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.
Controls Moving platform 1.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
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.
Controls Moving platform 5.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 6.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 6.
When powered, it moves down; when power is released, it returns.
lower left
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
lower center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
middle left
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.
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.
Use the two hanging platforms to open the return lift. Rescue the small friend, use the crate as a step across lava, and guide the friend through the narrow zigzag and roof passages. The pink gate needs to change position while the friend leaves the far-right alcove. Finally, hold the yellow button to lower the heroes towards their exits. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (middle left and lower center), 2 blue water pools (middle left and lower left), and 2 purple goo pools (middle right and lower right). 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.
Switch 1 (lower center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower center): 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 (upper left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (upper 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 (middle center): Controls Moving platform 5. 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 6 (middle right): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.