Friends · LEVEL 4 · Verified walkthrough
Lift the heroes to the two high diamonds, ferry the small friend through the upper-left passage, then trade the lower plate and fan controls to open both exits. Collect all nine diamonds along the way.
Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | And Friends · 4 of 36 |
|---|---|
| Collectibles | 4 fire diamonds, 5 water diamonds. 0 marked diamonds required; 9 optional. |
| Hazards | 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 levers, 5 plates, 6 moving platforms, 1 fan |
| Win condition | Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower center. Watergirl: lower right. |
Move the small friend away from the blue plate. Each hero walks to the right of the middle island, jumps straight up before steering left onto it, crosses the green lever and jumps left onto the blue lift. Their two crossings leave the green ferry on the left.
The small friend walks left onto blue. Wait for the blue lift to reach its upper stop. Both heroes jump right onto the green ferry, collecting the high blue diamond with Watergirl.
Watergirl walks right off the ferry and drops onto the middle lever island. Touch green to send the ferry right with Fireboy aboard. Fireboy jumps for the high red diamond, then walks left off the ferry onto the right side of the middle island.
Move the friend off blue. Watergirl drops from the middle island to the starting floor and holds blue herself. The friend walks right to the low step, jumps onto it, and walks through the short passage beneath the tall wall to board the orange lift. This passage fits the small friend.
Fireboy drops onto the starting floor and holds the orange plate. The friend rides up, jumps left onto the stone shelf, then jumps left onto the green ferry.
Fireboy returns to the middle island and crosses green. The friend rides the ferry left, jumps onto the raised blue lift and crosses the narrow gap above the left wall. Move left into the side shaft and drop onto the white platform. Watergirl keeps blue held until the friend is through.
Before opening yellow, Fireboy leaves the middle island on the right, returns along the starting floor and collects the far-left red diamond. Watergirl leaves blue and walks right through the blue diamond above orange.
The friend walks right from the white platform to the yellow plate. This moves the yellow deck out of the starting-floor gap. Both heroes walk into that gap and descend onto the middle floor.
Fireboy walks right for the red diamond. Watergirl walks left for the blue diamond, then continues right off the middle floor’s far edge to collect the blue diamond above the water pool.
Watergirl crosses the water pool leftward and jumps out over its left bank. Walk off the bank to the left, drop to the bottom floor and jump for the blue diamond in the inactive fan shaft. Wait beneath the fan.
The friend leaves yellow, follows the same right-hand descent through the water pool, jumps out at the left bank and drops to the bottom. Walk left beneath the low stone shelf to the pink plate. Keep it held while Watergirl rises in the fan.
When Watergirl reaches the underside of the middle floor, steer left out of the fan onto the white plate’s shelf. Walk left onto white. Fireboy walks left along the middle floor and drops through the cleared white opening onto Watergirl’s shelf.
Fireboy walks right off the white shelf into the active fan for the red diamond. Watergirl follows him into the fan. All nine diamonds should now be collected.
The small friend leaves pink to the right, switching the fan off. Both heroes drop onto the bottom floor. Keep the friend on the bottom route.
The friend walks right beneath the low orange gate and touches the orange lever on the far side. Wait for the gate to rise fully.
Both heroes walk right through the open passage, then jump onto the raised door ledge. Fireboy enters red and Watergirl enters blue. Either hero may enter first, and either player may control the small friend.
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
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 2.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
middle center
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 1.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
lower center
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 5.
middle center
At least one of these inputs must be active: Switch 4.
When powered, it moves left; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
upper center
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 6.
When powered, it moves right; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 7.
When powered, it moves up; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 5.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
Lift the heroes to the two high diamonds, ferry the small friend through the upper-left passage, then trade the lower plate and fan controls to open both exits. Collect all nine diamonds along the way. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.
9 diamonds: 4 for Fireboy and 5 for Watergirl. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.
1 blue water pool (lower center). 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 Moving platform 2. 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 2 (middle center): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (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 4 (middle center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower left): Controls Fan 1. 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 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (lower center): Controls Moving platform 5. 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.