Friends · LEVEL 34 · Verified walkthrough
Use the two white portal pairs to move the team across the room, with the small friend holding blue and the heavy friend serving as a step. Collect all nine diamonds, then take the pink portal back to the top and climb to the exits from the heavy friend’s head.
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Collect all 9 ring-marked diamonds, then bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together.

| Campaign | And Friends · 34 of 36 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds, 1 neutral diamonds. 9 marked diamonds required; 0 optional. |
| Hazards | 3 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 5 plates, 2 levers, 4 moving platforms, 6 portals |
| Win condition | Collect all 9 ring-marked diamonds, then bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Watergirl holds the white plate beside the starting shelf. Fireboy walks right through its portal to the upper-right side.
Fireboy jumps onto the upper lava shelf and collects red. Cross the lava and hop over its right lip onto the green lift beside the small friend.
Jump up and left onto the high right-hand stone perch. Drop left onto the lava shelf, cross to its left dry edge and jump up and left onto the orange-plate island. Let its lift lower. Drop off the island’s right edge, return across the lava shelf and hop left off its lip to the lower shelf. Cross white and hold the starting plate for Watergirl.
Watergirl crosses white. Fireboy runs and jumps right across the open central gap after she leaves the plate. Watergirl runs off the sloped right end of that shelf and jumps right across the gap, landing safely in the water. From beneath the far-right ledge, jump up and right onto its sloping edge and hold green.
Fireboy returns to orange and holds it. Green raises the small friend to the high right-hand stone perch. Walk left across that perch, jump left onto the lowered orange lift and jump again onto the orange island. Walk across it to its left end, then drop right onto the lower shelf.
Fireboy returns to the lower shelf, runs and jumps left across the central gap and holds the starting white plate. The small friend walks left through white, continues to the far-left wall and drops to the blue plate below. Leave the small friend holding blue.
Fireboy walks onto the lowered blue lift, drops onto the lava floor and walks right through the red diamond. Step off the right end of this floor and return left to hold the lower white plate.
Watergirl drops left from green into her water pool and collects blue. Leave by its left lip, hop left over the short stone wall, drop to the bottom-right floor and collect the low blue diamond. Walk left through the lower white portal and hold its plate.
Fireboy crosses the lower white portal, walks into the bottom-right lava and jumps for its red diamond. From the dry area at the far right, hop onto the ledge with the pale blue lever and turn it on.
The heavy friend walks right onto the lowered pale blue lift, drops left to the bottom floor and walks left through the powered lower white portal. Leave the friend beside the lower white plate.
Fireboy drops left from the lever ledge, crosses the lava and hops off its left lip. Walk left through lower white. Watergirl walks left for the blue diamond beside the pink portal gap.
Place the heavy friend just left of the lower white plate. Fireboy jumps onto the friend’s head, then jumps up first and steers left onto the right-hand slope of the pink-lever island. Walk up to the lever to power pink.
Fireboy walks down the island’s left slope to its tip. Jump left, then turn back right while still high over the water and land on the small dry ledge below the island.
From that dry ledge, take a short run left and jump towards the red diamond. Turn right as soon as Fireboy touches it, before he reaches the middle of the pool, and return to the same dry ledge.
Watergirl steps right of the heavy friend, jumps onto the friend’s head and jumps up and left onto the pink island. Walk across the lever, then use it again to leave pink powered. Continue down the island’s left slope.
Run left off the island’s tip and press jump just after leaving the edge. Keep moving left beneath the low ceiling to reach the neutral diamond hanging at the far-left side. Watergirl can land safely in the water. All nine diamonds should now be collected.
Walk right through the bottom water pool and jump over its raised right lip onto Fireboy’s dry ledge.
The heavy friend walks left into the gap containing the powered pink floor portal. After emerging through the open ceiling, let the friend land on the starting shelf. Move the friend left to just beyond the right end of the high exit shelf.
Each hero walks right from the dry ledge into the pink floor portal and lands on the starting shelf above.
Each hero jumps onto the heavy friend’s head, then jumps up before steering left onto the sloping right end of the exit shelf. Walk left to the matching door: red is nearer the slope, blue is farther left. Either hero may finish 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.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 1 and Portal 2.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Portal 3 and Portal 4.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
lower left
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 Portal 5 and Portal 6.
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 4.
upper right
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
middle 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 down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Switch 1.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
lower center
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 4. Step out of the destination before trying to return.
lower center
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 3. Step out of the destination before trying to return.
upper left
At least one of these inputs must be active: Switch 6.
Step inside to travel to Portal 6. Step out of the destination before trying to return.
lower left
At least one of these inputs must be active: Switch 6.
Step inside to travel to Portal 5. Step out of the destination before trying to return.
Count the ring-marked diamonds still visible. All 9 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.
Use the two white portal pairs to move the team across the room, with the small friend holding blue and the heavy friend serving as a step. Collect all nine diamonds, then take the pink portal back to the top and climb to the exits from the heavy friend’s head. Collect all 9 ring-marked diamonds, then bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together.
9 diamonds: 4 for Fireboy, 4 for Watergirl, and 1 for either hero. 9 ring-marked diamonds are required to finish.
3 orange lava pools (upper right, middle left, and lower right) and 2 blue water pools (middle 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 (middle center): Controls Portal 1 and Portal 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 2. 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 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Portal 3 and Portal 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (middle left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (lower left): Controls Portal 5 and Portal 6. 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 7 (lower right): Controls Moving platform 4. 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.