Friends · LEVEL 32 · Verified walkthrough
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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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.

| Campaign | And Friends · 32 of 36 |
|---|---|
| Collectibles | 6 fire diamonds, 5 water diamonds, 1 neutral diamonds. 12 marked diamonds required; 0 optional. |
| Hazards | 1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 7 plates, 1 lever, 7 moving platforms, 1 fan, 1 stone box |
| Win condition | 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. |
| Exits | Fireboy: upper right. Watergirl: upper right. |
Watergirl holds the lower orange plate while Fireboy boards its lowered elevator. Move Watergirl off orange and let Fireboy rise.
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.
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.
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.
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.
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.
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.
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.
Watergirl drops into the lower water pool and walks left. Jump onto the waiting teal elevator and collect its blue diamond.
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.
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.
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.
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.
Watergirl returns left via the central platform. Jump up and left onto the fan-control shelf, collect blue and hold its orange plate.
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.
Fireboy enters the powered fan, rises, then steers right onto the high yellow shelf. Collect red and hold yellow until the left enclosure opens.
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.
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.
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.
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.
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.
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.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
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.
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 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.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 7.
lower right
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 6.
When powered, it moves up; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 4.
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 up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 8.
When powered, it moves up; when power is released, it returns.
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.
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.
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 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.
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.
12 diamonds: 6 for Fireboy, 5 for Watergirl, and 1 for either hero. 12 ring-marked diamonds are required to finish.
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.
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.