A bigger team enters the temple
Five characters, one shared way out
And Friends expands the familiar Fireboy and Watergirl format into a larger party puzzle. The elemental duo still need to reach their matching doors, but some rooms ask for an extra friend to hold a platform steady, fit through a tight gap, or reach a high route.
That makes each chamber feel less like a race and more like a small plan. Start by locating the exits and devices, then decide which member of the group can safely create the next opening.
Core mechanics: assign each friend a job
Fireboy and Watergirl keep their elemental routes: lava is for Fireboy, water is for Watergirl, and green hazards are unsafe for everyone. The three companions add physical puzzle options that the elemental pair cannot always handle on their own.
A large helper can influence heavier devices, a small helper can use narrow passages, and a lighter, more agile helper can reach elevated areas. The useful move is rarely to send everybody forward at once; use the right character to prepare the route for the rest of the team.
- Read pressure plates and gaps before choosing which friend to move.
- Leave the other characters on stable platforms while testing a new route.
- Treat every green pool as dangerous to the whole group.
New-player strategy: solve the room in roles
Look for the obstacle that only one character can answer, then work backward to make that character’s route safe. A high ledge, a narrow tunnel, or a heavy plate usually tells you which helper should move first.
In solo play, finish one role at a time and park characters before changing controls. With friends, call out who is holding a switch and who is crossing; the larger team makes accidental releases more costly than in earlier temples.
Controls and co-op setup
Fireboy uses the arrow keys and Watergirl uses W, A, S, D. The three friends use G, Y, and J. Decide who controls each character before entering a busy room, or in solo play, use a safe ledge as a hand-off point between control sets.
Before moving the team, find which character is meant to reach the next switch. Keep the others on safe ground, then use the new friends only when their size, weight, or jump can open the route.
Fireboy
Arrow keys
Watergirl
W, A, S, D · Friends: G, Y, J
Common questions
What do the new friends change?
They add different physical options to the puzzle. Some routes require a heavier helper, a smaller character, or a higher jump before Fireboy and Watergirl can continue.
Can I still play by myself?
Yes. Move one character to a safe waiting area before switching to another. The larger group rewards deliberate movement more than fast input changes.
Keep solving






