Friends · LEVEL 27 · Verified walkthrough

The Repeating Tunnel

Use Small to operate the mirrored ferries, pink gates and pale blue lifts twice. The first circuit collects the inner diamonds and crosses the high central gate; the second collects the opposite outer diamonds and finishes at the matching doors.

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Level objective

Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Repeating Tunnel, friends level 27: 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 · 27 of 36
Collectibles7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional.
Hazards2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms8 plates, 8 moving platforms
Win conditionBring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle right. Watergirl: middle left.

Step-by-step walkthrough

  1. Bring Small down

    Small first steps onto green, then leaves the starting shelf to the left. Steer right onto the lower central roof, descend around its right end to pink, then alternate right and left through the short zigzag until Small reaches the bottom floor.

  2. Ferry Fireboy left

    Fireboy jumps left from the dry central floor onto the blue ferry. Small holds blue until it reaches the far-left stop. Fireboy jumps up first, then right onto the lower stone shelf.

  3. Ferry Watergirl right

    Watergirl jumps right onto the orange ferry. Small crosses the bottom floor and holds orange until the ferry reaches the far-right stop. Watergirl jumps up first, then left onto the lower stone shelf.

  4. Open the lower passages

    Small climbs the central zigzag with alternating jumps and holds pink. Both heroes walk inward through the raised gates and jump for their coloured diamonds above the inner ends of the lower shelves.

  5. Clear the jumping corridors

    Small steps left off pink and waits for both gates to lower. Each hero jumps outward over the lowered gate onto the next terrace, then walks to its far outer end.

  6. Open Watergirl’s upward path

    Small jumps onto the central diagonal ramp, climbs right and jumps onto the right pale blue plate. Let the outer lift rise. Watergirl can now jump up first from the right end of her terrace, then steer left onto the adjacent middle ledge.

  7. Board and raise Watergirl

    Small takes a short running jump left from the plate to the central roof. Wait for the lift to lower, then move Watergirl right onto it. Small returns to the plate and raises her to the purple shelf. Watergirl collects the outer blue diamond while rising and holds the right purple plate.

  8. Reach the left pale blue plate

    Small takes the running jump back to the central roof. Wait on its flat part while purple lowers the central lift. From beside that lift, jump up first and steer left onto it, then drop left onto the other central roof. Jump left onto the left pale blue plate.

  9. Board and raise Fireboy

    Wait for the left lift to rise and clear the space above Fireboy. He jumps up first and then right onto the middle ledge. Small jumps back to the central roof, letting the lift lower. Fireboy walks left onto it; Small returns to pale blue and raises him. Fireboy collects the outer red diamond and holds the left purple plate.

  10. Return Small to the central lift

    Small jumps right from the left plate to the central roof, then onto the lowered purple lift. Both heroes continue to hold their purple plates until Small is aboard.

  11. Reach the matching upper pools

    Fireboy steps right of the upper-left ledge, jumps up first and steers left onto it. From its dry outer end, jump right into lava. Watergirl mirrors those jumps on the right and enters water. Leaving purple raises Small.

  12. Reopen the high central gate

    Small steps left off the raised central lift, jumps around the exposed ends of the two short shelves and holds green again. Wait for the high central barrier to retract.

  13. Cross Fireboy through the centre

    Fireboy crosses his lava pool, jumps over its inner lip and jumps onto the high central roof. Walk right through the open gate for the central red diamond, then continue right into the narrow shaft for the red diamond below. Land on the dry bottom floor.

  14. Cross Watergirl through the centre

    Watergirl mirrors the crossing from her water pool. Walk left through the open gate for blue, then continue left into the narrow shaft for the blue diamond below. Land on the dry bottom floor.

  15. Prepare the second ferries

    Move Fireboy to the right edge of the dry bottom floor and Watergirl to its left edge. Wait for both ferries to return inward, then jump onto them. Small follows the original descent from green through the central zigzag to the bottom.

  16. Collect the bottom outer diamonds

    Small holds orange to ferry Fireboy right. Walk to the ferry’s outer end for red and jump onto the lower stone shelf. Small then holds blue to ferry Watergirl left; walk to its outer end for blue and jump onto the lower stone shelf.

  17. Repeat the lower gate sequence

    Small climbs the zigzag and holds pink. The heroes walk inward through their gates. Small then steps off pink and waits for the gates to lower; both heroes jump outward onto their terraces and walk to the far ends.

  18. Raise Fireboy on the right

    Small climbs to the right pale blue plate and raises its lift to clear Fireboy’s jump. Fireboy reaches the middle ledge and jumps for its red diamond. Small returns to the central roof to lower the lift, Fireboy boards, and Small raises it again. Fireboy holds the right purple plate.

  19. Raise Watergirl on the left

    Small crosses back using the lowered central purple lift and reaches the left pale blue plate. Raise the outer lift to clear Watergirl’s jump, then have her reach the middle ledge and jump for blue. Lower the lift for her to board, raise it again and move her onto the purple shelf.

  20. Collect the two highest outer diamonds

    Fireboy jumps onto the upper-right dry ledge and jumps straight up at its outer end for red. Watergirl mirrors this on the upper-left dry ledge for blue. All fourteen diamonds are now collected.

  21. Return to the matching doors

    Each hero walks inward off the dry upper ledge and lands on the purple shelf below. Continue inward across the stone wall’s top to the matching door: Fireboy on the right, Watergirl on the left. 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

    lower center

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

    Controls Moving platform 1.

  • Switch 2

    lower center

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

    Controls Moving platform 2.

  • Switch 3

    upper 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 right

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

    Controls Moving platform 6.

  • Switch 5

    middle left

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

    Controls Moving platform 7.

  • Switch 6

    middle right

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

    Controls Moving platform 8.

  • Switch 7

    middle left

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

    Controls Moving platform 8.

  • Switch 8

    lower center

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

    Controls Moving platform 4 and Moving platform 5.

  • Moving platform 1

    lower left

    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

    lower right

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

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

  • Moving platform 3

    upper center

    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 right

    At least one of these inputs must be active: Switch 8.

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

  • Moving platform 5

    lower left

    At least one of these inputs must be active: Switch 8.

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

  • Moving platform 6

    middle right

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

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

  • Moving platform 7

    middle left

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

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

  • Moving platform 8

    middle center

    At least one of these inputs must be active: Switch 6 and Switch 7.

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

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 Repeating Tunnel?

Use Small to operate the mirrored ferries, pink gates and pale blue lifts twice. The first circuit collects the inner diamonds and crosses the high central gate; the second collects the opposite outer diamonds and finishes at the matching doors. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Repeating Tunnel?

14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Repeating Tunnel?

2 orange lava pools (upper left and lower right) and 2 blue water pools (upper right and lower left). 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 Repeating Tunnel?

Switch 1 (lower center): Controls Moving platform 1. 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 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper 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 right): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (middle left): Controls Moving platform 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (middle right): Controls Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (middle left): Controls Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 8 (lower center): Controls Moving platform 4 and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.