Friends · LEVEL 6 · Verified walkthrough

The High Wind Stair

Free the jumping friend, climb the lower lifts together, and use the crate twice: first as a step, then as a weight on White. The friend powers the final wind climb while both heroes collect all twelve diamonds.

Level objective

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

The High Wind Stair, friends level 6: 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 · 6 of 36
Collectibles6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional.
HazardsNo elemental pools in this room.
Mechanisms5 plates, 1 lever, 5 moving platforms, 1 fan, 1 stone box
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Collect the lowest red diamond

    Fireboy walks left along the bottom floor for red. Jump up the two lower-left ledges, rising before steering onto each shelf, and hold the pink plate.

  2. Take Watergirl to green

    Watergirl follows the lower-left steps for the low middle blue diamond. Continue left across the pink floor and jump for its left blue diamond. Climb the middle ledge, jump onto the pink ferry and cross to the green lever. Touch green to open the jumping friend’s chamber.

  3. Free the friend and collect middle red

    The jumping friend jumps out of the chamber to the pink floor and holds pink. Fireboy leaves pink and climbs onto the middle ledge for red. Watergirl returns via the ferry to that ledge.

  4. Return everyone to the bottom

    Each hero steps left off the middle ledge, drops to the lower ledge, then moves left off it and returns right along the bottom. The friend follows the same descending route and holds the yellow plate.

  5. Ride the yellow lift

    Both heroes jump from the right bank of the bottom floor onto the lowered yellow lift. The friend leaves yellow, moves right and jumps onto the rising lift. Wait for the upper stop; Fireboy collects the red diamond above it.

  6. Raise the blue lift

    Both heroes jump left onto blue, collecting its blue diamond with Watergirl. The friend also jumps onto blue, then jumps upward before steering right onto the high blue plate’s shelf. Keep blue held until both heroes rise.

  7. Climb to the white floor

    Both heroes jump right from raised blue onto the plate shelf. Move to the far right, jump upward first and steer left over the sloping bank. The friend follows. Fireboy crosses left and jumps for red; Watergirl holds White to open the upper floor’s central gap.

  8. Drop the crate through the opening

    The friend jumps through the white opening onto the upper floor, jumps over the crate to its left side, and pushes it right. If the friend steps past it at the slope, return through the opening and approach from the left again. Push until the crate falls through the gap to the white floor.

  9. Position the crate as a step

    Fireboy jumps over the crate to its right, then pushes it left until it sits beneath the open gap. The friend drops to the white floor and takes over the White plate from Watergirl.

  10. Raise both heroes

    Each hero jumps onto the crate, then jumps straight up before steering right through the open gap onto the upper floor. The friend keeps White held until both are above.

  11. Let the crate hold White

    The friend leaves the plate, jumps to the crate’s right side and pushes it left onto White. The crate now keeps the opening clear. The friend returns to the central gap and jumps through it to rejoin the heroes.

  12. Collect the two upper diamonds

    Fireboy crosses right and jumps for red. Both heroes jump back left over the open white gap; Watergirl continues to the far-left shelf and jumps for blue. From that shelf, each hero jumps upward before steering right onto the cyan plate’s floor. The friend crosses the same gap and climbs after them.

  13. Ride the final wind

    The friend holds the cyan plate on the right. Each hero walks into the central wind and rises to the ceiling, then steers left out of it onto the highest shelf. Fireboy collects its left red diamond and Watergirl its blue diamond.

  14. Reach the high doors

    With all twelve diamonds collected, both heroes jump right across the wind gap onto the door shelf. Fireboy enters red and Watergirl enters blue. Either hero may enter first, and either player may control the jumping 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.

How this room’s mechanisms work

  • Switch 1

    lower center

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

    Controls Moving platform 1.

  • 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

    middle center

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

    Controls Moving platform 3.

  • Switch 4

    lower center

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

    Controls Moving platform 5.

  • Switch 5

    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 4.

  • Switch 6

    upper center

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

    Controls Fan 1.

  • Moving platform 1

    lower center

    At least one of these inputs must be active: Switch 1.

    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 2.

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

  • Moving platform 4

    lower center

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

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

  • Moving platform 5

    lower center

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

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

  • Fan 1

    upper center

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

    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

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 High Wind Stair?

Free the jumping friend, climb the lower lifts together, and use the crate twice: first as a step, then as a weight on White. The friend powers the final wind climb while both heroes collect all twelve diamonds. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. 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 High Wind Stair?

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 High Wind Stair?

This room has no elemental pools.

What do the switches do in The High Wind Stair?

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