Friends · LEVEL 28 · Verified walkthrough
Use all three friends to open the low tunnel, reach both roofs and descend through the left-hand lifts. Jumper reaches the distant ferry; Heavy carries both heroes across the goo and boosts them to the exits after all fourteen diamonds are collected.
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 14 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | And Friends · 28 of 36 |
|---|---|
| Collectibles | 7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional. |
| Hazards | 4 lava pools, 3 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 9 plates, 9 moving platforms |
| 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 14 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower right. Watergirl: lower right. |
Small walks right beneath the low central panel and holds green. Jumper jumps across the middle obstacle, then jumps onto the isolated yellow plate above the starting floor. Keep him there while the others pass under the raised yellow panel.
Move Heavy beneath the left edge of the isolated yellow ledge. Fireboy jumps onto his head, then jumps up first and steers right onto yellow for red. Let Watergirl pass through the low passage, then Fireboy drops left off the ledge back to the starting floor.
Fireboy, Watergirl, Heavy and Small walk to the far-right orange lift on the starting floor. Jumper drops left off the yellow ledge, walks beneath the right-hand shelf and jumps up from the lift side. Steer left above the shelf and hold its orange plate.
Wait for orange to reach its upper stop. Watergirl steps left onto the shelf. Heavy walks left under the gap between the two lava shelves. Fireboy steps clear, then jumps onto Heavy’s head.
Fireboy jumps up from Heavy before steering right onto the higher lava shelf. Walk through his lava for the red diamond. Near the right-hand wall, jump up before steering left over the sloping end of the highest roof.
Fireboy crosses the highest lava pool and hops out over its left lip. Hold the blue plate on the dry part of the roof. It opens the panel below that leads onto the middle walkway.
Watergirl, Heavy and Small board the teal lift at the left end of the right-hand shelf. Jumper jumps up before steering left onto the teal plate. Keep him there until the lift reaches the middle walkway.
Small walks left along the middle walkway and across the orange lift. Continue left through the low gap beneath the lava shelf. Drop from the short shelf’s left edge onto the orange plate’s floor and walk right to hold orange.
Heavy walks left through blue onto the middle walkway. Watergirl follows, then jumps up from outside the roof’s left tip and steers right onto the roof. Collect blue and hold the blue plate while Jumper crosses left onto the middle walkway too.
Fireboy drops left from the roof onto the middle walkway. Heavy moves left to the highest flat step below the left roof. Fireboy jumps onto his head and then jumps left onto the roof for its red diamond.
Watergirl drops left from the right roof and follows Fireboy’s route onto Heavy’s head. Jump left onto the roof, cross the water pool and hop out at its left end for blue.
Watergirl walks back through the roof’s water pool and hops out on the right. Drop from the roof’s right end to the middle walkway. Walk left onto orange, which Small is holding down, then left onto the lower shelf for blue.
Fireboy drops right from the roof to the middle walkway. Jump left onto the dry end of the lava shelf and walk through lava for red. Hop out on the right, drop onto lowered orange, then walk left onto Small’s shelf for the next red diamond.
Fireboy boards orange. Small steps off its plate, letting the lift rise. Small then walks right off his shelf to the floor below, crosses left and drops down the narrow channel beside the far-left wall. At the bottom, walk right to hold yellow.
Watergirl holds orange again. Heavy and Jumper walk left from the middle walkway onto the lowered lift and step left onto its floor. Fireboy steps left from orange too. Watergirl moves left off the plate and waits for the lift to rise clear.
Fireboy walks right off the shelf onto the short floor below, then left through the yellow opening onto the lowered lift. Walk right through his lava, drop from its right end onto the bottom dry floor and walk left to hold pink.
Watergirl follows through yellow, then walks left into the lower water pool. Jump left for the diamond beside the pool and fall into the bottom water. Leave pink held so the exit from this pool stays open.
Jumper and then Heavy follow through yellow, cross the lower water and drop left into the bottom pool. Move one at a time so nobody is carried into the low ceiling on Heavy’s head.
Heavy crosses right through the bottom water and hops over its right lip through the open pink gate. Watergirl and Jumper follow. Fireboy keeps holding pink until all three are on the dry floor.
Jumper walks to the very edge of the purple-goo bank. Jump right immediately from that edge, keeping right held until he lands on the near edge of the distant ferry. Jump right again onto dry ground and hold green.
Keep Jumper on the right-hand green plate until the ferry reaches the left bank. Heavy approaches the bank, hops onto the ferry and moves to its centre.
Fireboy leaves pink and approaches the ferry. Jump onto Heavy’s head. Watergirl follows onto his head too. Jumper steps right off green, sending the ferry back across the goo. Both heroes remain on Heavy’s head to collect the two suspended diamonds as it passes beneath them.
Wait for the ferry to reach its right stop. Heavy walks towards its right end, makes a short hop onto the bank and carries both heroes clear of the goo.
Fireboy and Watergirl step off Heavy’s head and walk right beneath the exit shelf. Fireboy collects the red diamond near the wall; Watergirl collects the blue diamond to its left.
Heavy waits just left of the exit shelf. Each hero returns left, jumps onto his head and then jumps up before steering right onto the exit shelf. Stop clear of the doors until both are ready.
Fireboy enters the red door and Watergirl enters the blue door. Either can enter first. All fourteen diamonds are collected, and both heroes are standing safely on the exit shelf.
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.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 7.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 9.
lower right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 8.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 6.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
middle center
At least one of these inputs must be active: Switch 9.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 8.
When powered, it moves down; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 7.
When powered, it moves left; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 6.
When powered, it moves down; when power is released, it returns.
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 all three friends to open the low tunnel, reach both roofs and descend through the left-hand lifts. Jumper reaches the distant ferry; Heavy carries both heroes across the goo and boosts them to the exits after all fourteen diamonds are collected. 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 14 unmarked diamonds are optional; collect every diamond for a perfect clear.
14 diamonds: 7 for Fireboy and 7 for Watergirl. None are required to finish. 14 unmarked diamonds are optional collectibles for a perfect clear.
4 orange lava pools (upper right, upper left, and lower left), 3 blue water pools (upper left and lower left), and 1 purple goo pool (lower 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.
Switch 1 (middle left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper right): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (upper right): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower 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 (lower left): Controls Moving platform 9. 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 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 8 (middle center): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 9 (middle right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.