Friends · LEVEL 32 · Verified walkthrough

The Tiny Diamond Vault

Free Small with the high pink plate, use Small to release Heavy, and climb from Heavy’s rising head to reach the left half. Use the left elevator and fan to free the Jumping Friend, collect all twelve diamonds and return to the matching doors.

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Level objective

Collect all 12 ring-marked diamonds, then bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together.

The Tiny Diamond Vault, friends level 32: 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 · 32 of 36
Collectibles6 fire diamonds, 5 water diamonds, 1 neutral diamonds. 12 marked diamonds required; 0 optional.
Hazards1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms7 plates, 1 lever, 7 moving platforms, 1 fan, 1 stone box
Win conditionCollect all 12 ring-marked diamonds, then bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together.
ExitsFireboy: upper right. Watergirl: upper right.

Step-by-step walkthrough

  1. Raise Fireboy

    Watergirl holds the lower orange plate while Fireboy boards its lowered elevator. Move Watergirl off orange and let Fireboy rise.

  2. Cross the right water pool

    Fireboy takes a running jump from the very end of the left bank across the water, collecting red. Jump up onto the right stone shelf, then jump upward before steering left onto the dry end of the lava shelf.

  3. Free Small

    Fireboy crosses the lava, jumps onto the dry central ledge and jumps right onto the door shelf. Collect red, jump over the red doorway and continue right. Jump upward onto the high pink shelf and hold pink. Small can now leave the right-hand enclosure.

  4. Send Small through the tunnel

    Small walks left along the door shelf, jumps to the central ledge, and walks through the narrow descending passage to the bottom water pool. Hop onto its right bank and hold orange.

  5. Collect the lower-right blue diamond

    Watergirl boards orange; Small steps away to raise it. Watergirl crosses the water and jumps onto the right shelf for blue. Return through the pool, hop onto its left bank and board orange again.

  6. Send Small to Heavy

    Small holds orange to lower Watergirl, then they exchange places: Watergirl holds orange while Small boards, and steps away to lift Small. Small crosses the pool, hops onto the right bank beneath the low ceiling and drops into Heavy’s enclosure. Touch the white lever to release Heavy.

  7. Return Fireboy to the bottom

    Heavy holds orange. Fireboy leaves pink, jumps over his doorway and returns to the lava. Hop over the lava’s right lip and drop onto the right shelf. Take a running jump from that shelf’s far-left edge across the water, then drop onto the lowered orange elevator and walk left.

  8. Boost both heroes

    Place Heavy to the right of the tall blue pillar. Jump each hero onto Heavy’s head. Make Heavy hop, then jump from the rising head, going upward before steering left onto the pillar. Leave Fireboy there.

  9. Bring Watergirl to the left elevator

    Watergirl drops into the lower water pool and walks left. Jump onto the waiting teal elevator and collect its blue diamond.

  10. Climb Small’s stairs

    Small crawls beneath blue and crosses the lower pool. Reach the far-left bank, jump onto the beveled corner of the low stone step, walk up its right slope, then jump left onto the beveled end of the cyan shelf. Walk left to hold cyan and raise Watergirl.

  11. Open blue from above

    Watergirl jumps upward before steering right onto the central fan platform. Jump right again to the blue plate, collecting the high blue diamond on the way. Hold blue to open the lower passage.

  12. Catch Fireboy on Heavy

    Heavy walks through the opened passage and waits beneath the low red diamond. Fireboy drops left from the pillar onto Heavy’s head, collecting red. Heavy carries him left through the pool to the elevator.

  13. Raise Fireboy on teal

    Small leaves cyan so teal lowers. Fireboy jumps from Heavy onto teal. Small follows the low step back up and jumps onto cyan again to raise Fireboy.

  14. Power the fan

    Watergirl returns left via the central platform. Jump up and left onto the fan-control shelf, collect blue and hold its orange plate.

  15. Collect the left red diamond

    Fireboy jumps from teal to the left shelf for red. Return right to teal, then jump upward before steering onto the left end of the central fan platform.

  16. Free the Jumping Friend

    Fireboy enters the powered fan, rises, then steers right onto the high yellow shelf. Collect red and hold yellow until the left enclosure opens.

  17. Open the upper purple passage

    The Jumping Friend leaves the enclosure to the right and drops onto the central platform. Fireboy can now leave yellow to the right, drop onto the central upper ledge and walk to purple. Jump for its red diamond, then hold purple.

  18. Hand over the fan switch

    Once the yellow panel has returned upward, the Jumping Friend jumps left onto the fan-control shelf and holds the orange plate, allowing Watergirl to leave.

  19. Bring Watergirl upstairs

    Watergirl jumps right to the central platform, enters the fan and steers right onto yellow. Leave yellow to the right and join Fireboy on the purple ledge.

  20. Collect silver

    The Jumping Friend returns to the central platform, jumps right to the upper central ledge and approaches purple. Jump onto the top of the raised purple panel and walk right into the silver chamber. Collect silver, then jump back left and hold purple.

  21. Finish the upper-right blue diamond

    Watergirl passes beneath the raised purple panel and jumps onto the door shelf. Jump over her blue doorway toward the far-right end, collecting the last blue diamond during the jump. Continue onto the high right shelf if needed, then return with another jump over her doorway.

  22. Enter the matching doors

    Fireboy passes beneath purple and jumps onto the left end of the door shelf. With all twelve diamonds collected, walk both heroes into their matching doors. 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

    upper left

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

    Controls Moving platform 3.

  • 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 4.

  • Switch 3

    lower 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.

    Controls Moving platform 1.

  • 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 6.

  • Switch 6

    middle center

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

    Controls Moving platform 2.

  • Switch 7

    middle left

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

    Controls Fan 1.

  • 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 7.

  • 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

    lower center

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

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

  • Moving platform 3

    upper 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 4

    lower center

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

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

  • Moving platform 5

    upper right

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

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

  • Moving platform 6

    lower 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 7

    upper center

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

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

  • Fan 1

    upper left

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

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

  • Stone box 1

    middle center

    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.

If you get stuck

Check the unfinished objective

Count the ring-marked diamonds still visible. All 12 are required before both matching doors can finish this room; each hero collects their own color.

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 Tiny Diamond Vault?

Free Small with the high pink plate, use Small to release Heavy, and climb from Heavy’s rising head to reach the left half. Use the left elevator and fan to free the Jumping Friend, collect all twelve diamonds and return to the matching doors. Collect all 12 ring-marked diamonds, then bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together.

How many diamonds are required in The Tiny Diamond Vault?

12 diamonds: 6 for Fireboy, 5 for Watergirl, and 1 for either hero. 12 ring-marked diamonds are required to finish.

Which hazards are in The Tiny Diamond Vault?

1 orange lava pool (middle right) and 2 blue water pools (lower 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 Tiny Diamond Vault?

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