Friends · LEVEL 33 · Verified walkthrough

The Great Leap

The jumping friend reaches the high plates first and brings each lift within the heroes’ reach. Collect the diamonds on both sides as you climb, move the red bridge out of the blue lift’s way, and share the final white lift before separating for the exits.

Level objective

Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Great Leap, friends level 33: 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 · 33 of 36
Collectibles6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms6 plates, 6 moving platforms
Win conditionBring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper right. Watergirl: upper left.

Step-by-step walkthrough

  1. Reach the green plate with the friend

    Move the jumping friend left, jump onto the yellow platform and use its outer edge to jump around the underside of the left shelf. Reach the yellow plate, cross back onto its moved platform and jump right to the green plate.

  2. Lift both heroes from their pools

    Keep green held until its lift reaches the bottom. Each hero jumps out of the matching pool onto the low green platform. Move the friend away and let both heroes rise fully.

  3. Collect the lower right diamonds

    From the right edge of green, jump onto the right-hand shelf. Fireboy collects red on the way to its blue plate. Watergirl continues to the far-right blue diamond, then returns to green from the left edge of the shelf. Fireboy can keep blue held.

  4. Move yellow for Watergirl

    Bring the jumping friend back onto green and across to the yellow plate. Hold yellow until its platform is beneath the lower left diamonds. Watergirl jumps onto it for blue, then jumps left onto the shelf with the friend.

  5. Raise Watergirl on purple

    The friend approaches the right edge of the left shelf, jumps upward first and then steers right onto the higher purple plate. Watergirl jumps around the side of the lowered purple lift. Move the friend off purple to raise her, then jump Watergirl right onto its plate and collect the blue diamond above.

  6. Bring Fireboy up the left side

    Watergirl keeps purple held while the friend returns to yellow. Fireboy returns through green, lands on yellow and jumps left for the red diamond. Climb onto the lowered purple lift. Watergirl steps away; Fireboy rides up, jumps for the high left red diamond and joins her on the middle shelf.

  7. Lower blue with the friend

    The friend jumps through the middle platforms to the right, then walks off the outer shelves to reach the low blue plate. Keep it held while both heroes jump onto the green plate’s ledge. Fireboy collects the red diamond, then both jump onto the lowered blue lift.

  8. Clear the red bridge above blue

    The friend leaves blue and returns across the middle shelf. Jump around the left edge of the upper red plate’s ledge and hold red. This slides the red bridge left so it no longer blocks the rising blue platform.

  9. Collect the right blue and red diamonds

    Watergirl jumps right onto the white plate’s shelf, walks off its right end for the blue diamond on the lower shelf, then returns. Fireboy jumps from blue to the white shelf for the red diamond above the bridge.

  10. Cross the red bridge to the upper left

    With the friend holding red, each hero jumps left onto the shifted bridge and then onto the high red plate’s ledge. Watergirl collects the central blue diamond during the climb. Fireboy walks left and jumps for the red diamond.

  11. Board the final white lift

    Bring the friend to the white plate on the right. Both heroes approach the right edge of the upper-left ledge and jump onto the lowered white lift. Move the friend off white to raise both heroes fully.

  12. Collect the last blue diamond

    There is little headroom above the raised white lift. Watergirl moves to its right edge before jumping to the upper-right shelf, collecting the last blue diamond. Fireboy follows and waits before the red door.

  13. Split for the two exits

    Watergirl jumps back to white, drops left onto the red plate’s ledge and jumps onto the upper-left shelf. Enter the blue door there. Fireboy enters the red door on the opposite shelf. Either hero may 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

    middle center

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

    Controls Moving platform 4.

  • Switch 2

    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 3

    lower right

    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 left

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

    Controls Moving platform 1.

  • Switch 5

    upper center

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

    Controls Moving platform 5.

  • 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 6.

  • Moving platform 1

    lower left

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

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

  • Moving platform 2

    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 3

    middle 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 4

    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 5

    middle center

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

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

  • Moving platform 6

    upper center

    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 Great Leap?

The jumping friend reaches the high plates first and brings each lift within the heroes’ reach. Collect the diamonds on both sides as you climb, move the red bridge out of the blue lift’s way, and share the final white lift before separating for the exits. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Great Leap?

12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Great Leap?

1 orange lava pool (lower center) and 1 blue water pool (lower center). 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 Great Leap?

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