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Fire and Water Stickman

Built around two-stickman co-op key and portal platforming, Fire and Water Stickman asks the player to collect the keys and bring both stickmen safely to the exit portal.

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Fire and Water Stickman icon
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ABOUT THE GAME

Fire and Water Stickman game overview

Fire and Water cross a block world of spikes, spinning wheels, houses, and a locked exit portal. Both stickmen need safe positions while the required keys are collected. Collect the keys and bring both stickmen safely to the exit portal. Spikes, rotating wheels, or other hazards can kill a stickman before the pair escapes. Crossing hazards, regrouping, and entering the unlocked portal together becomes possible once splitting the route so each stickman can reach keys is complete; the collected keys activate the exit and complete the stage. Opening a portal completes the current block-world course and begins the next part of the journey.

WHAT TO EXPECT

Before you start

During a run, splitting the route so each stickman can reach keys gives way to crossing hazards, regrouping, and entering the unlocked portal together. Both stickmen need safe positions while the required keys are collected, and the collected keys activate the exit and complete the stage.

GETTING STARTED

How to play Fire and Water Stickman

First, concentrate on splitting the route so each stickman can reach keys. Both stickmen need safe positions while the required keys are collected. Then work toward this result: collect the keys and bring both stickmen safely to the exit portal.

Crossing hazards, regrouping, and entering the unlocked portal together carries the attempt forward. Opening a portal completes the current block-world course and begins the next part of the journey.

CONTROLS

Controls and device setup

One player moves with W, A, S, and D; the other uses the arrow keys. Both can double-jump, and touch controls are available.

PLAY SMARTER

Tips for Fire and Water Stickman

  1. Send the nearer stickman for each key while the partner waits safely.
  2. Use the double jump before spinning wheels rather than directly above them.
  3. Do not approach the portal until every required key has been collected.