Friends · LEVEL 28 · Verified walkthrough

The Three Friends Relay

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.

Level objective

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.

The Three Friends Relay, friends level 28: 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 · 28 of 36
Collectibles7 fire diamonds, 7 water diamonds. 0 marked diamonds required; 14 optional.
Hazards4 lava pools, 3 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms9 plates, 9 moving platforms
Win conditionBring 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.
ExitsFireboy: lower right. Watergirl: lower right.

Step-by-step walkthrough

  1. Open the low passage

    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.

  2. Collect the isolated red diamond

    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.

  3. Prepare the right-hand lift

    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.

  4. Ride orange and position Heavy

    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.

  5. Reach the far-right lava

    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.

  6. Hold blue on the 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.

  7. Raise the other three on teal

    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.

  8. Send Small through the low tunnel

    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.

  9. Collect the upper-right blue diamond

    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.

  10. Boost Fireboy to the left roof

    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.

  11. Boost Watergirl to the left roof

    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.

  12. Collect the lower-left blue diamond

    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.

  13. Collect the two left-hand red diamonds

    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.

  14. Send Small to the bottom yellow plate

    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.

  15. Gather the others on the orange floor

    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.

  16. Lower Fireboy to the bottom

    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.

  17. Collect the low blue diamond

    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.

  18. Bring Jumper and Heavy down separately

    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.

  19. Leave the bottom water

    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.

  20. Reach the distant ferry

    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.

  21. Bring the ferry back

    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.

  22. Carry both heroes above the goo

    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.

  23. Cross onto the right bank

    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.

  24. Collect the final two diamonds

    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.

  25. Climb to the exit shelf

    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.

  26. Finish together

    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.

How this room’s mechanisms work

  • Switch 1

    middle left

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

    Controls Moving platform 2.

  • Switch 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.

  • Switch 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.

  • Switch 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.

  • Switch 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.

  • Switch 6

    lower left

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

    Controls Moving platform 9.

  • Switch 7

    lower right

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

    Controls Moving platform 8.

  • Switch 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.

  • Switch 9

    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

    middle center

    At least one of these inputs must be active: Switch 9.

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

  • Moving platform 2

    middle left

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

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

  • Moving platform 3

    middle right

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

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

  • Moving platform 4

    upper center

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

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

  • Moving platform 5

    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 6

    middle center

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

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

  • Moving platform 7

    lower left

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

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

  • Moving platform 8

    lower right

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

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

  • Moving platform 9

    lower left

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

    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 Three Friends Relay?

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.

How many diamonds are required in The Three Friends Relay?

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 Three Friends Relay?

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.

What do the switches do in The Three Friends Relay?

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.