Friends · LEVEL 10 · Verified walkthrough
Use the heavy friend as a step to reach the upper passages and the wind tower. Collect the fifteen diamonds, bring the original crate down through the right-hand terraces and use it to hold the pink exit button. Move the heavy friend to each exit while the crate is briefly off that button, then put the crate back.
Page updated
Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 15 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | And Friends · 10 of 36 |
|---|---|
| Collectibles | 8 fire diamonds, 7 water diamonds. 0 marked diamonds required; 15 optional. |
| Hazards | 2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 2 levers, 6 moving platforms, 1 fan, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 15 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: middle center. Watergirl: middle center. |
Fireboy holds the white button while the heavy friend walks into the opening above and drops down. Watergirl jumps onto the friend’s head, then up through the opening to her blue diamond. She drops back through the opening and takes over the white button so Fireboy can climb up and collect both red diamonds along the roof.
Fireboy walks off the right end of the roof into his lava and returns left to the green lever. He then holds white again while Watergirl uses the heavy friend to climb to the roof. Watergirl crosses the small floating island to the high blue diamond on the right. Fireboy crosses his lava and drops to the passage below.
Watergirl drops into the middle passage and holds the blue button. Fireboy walks left through the blue gate, turns the yellow lever and returns right. Watergirl climbs back to the dry lip beside the lava, hops onto the right-hand slope, then jumps left to the floating island and roof.
Fireboy jumps back onto the lava ledge, opens green and holds white. Watergirl drops through white and walks onto the lowered yellow lift. The heavy friend follows her down and moves right out of the lift shaft. Fireboy then walks left and drops onto yellow.
Watergirl follows the lower-left shelves through her diamonds; Fireboy collects the reds on those shelves and the bottom-left floor. Move the heavy friend to the blue diamond hanging below the middle-right passage. Watergirl jumps onto his head and jumps again to collect it, then steps off.
Move the heavy friend just left of the tower’s lower ledge. Both heroes jump onto his head and then onto the ledge. The friend holds the pale blue floor button to start the fan. Guide each hero up the wind to collect the tower diamonds, then move left onto the small upper ledge.
Watergirl drops onto the middle terrace for its blue diamond. Fireboy jumps from the terrace’s right edge onto the upper water bank and then onto the crate to collect the high red diamond. Return to the middle terrace and cross the lava to collect the red diamond below its left edge. Stand clear of the tall left wall before jumping back onto the lava terrace.
Watergirl climbs onto the upper water bank, jumps to the crate’s left side and pushes it right off the shelf. Return via the upper ledge and wind tower. Fireboy moves far enough right to clear the upper shelf before jumping over the crate to its right side. Push it left across the lava with short, controlled pushes, stopping on dry stone before it drops into the water below.
Move the heavy friend beside the right end of the lower water terrace. Watergirl uses his head to reach that terrace, hops around the crate to its left side, and waits while the friend moves to the far-right floor. Push the crate right down the sloping bank and off the terrace.
Watergirl jumps over the crate to its right side and pushes it left across the bottom floor. Slow down well before the pink button and use small pushes to leave the crate resting on it. Fireboy returns from the wind tower to the bottom floor.
Move Watergirl away from the crate. Fireboy jumps to its left side and pushes it off the pink button so the exit gates rise. The heavy friend can now walk underneath them to a position just left of Watergirl’s exit. Fireboy jumps around the crate and gently pushes it back onto pink. Watergirl jumps onto the friend’s head, then into the blue exit alcove. She can wait at its right edge without entering the door.
Fireboy releases pink with the crate again. Move the heavy friend to the right side of the red exit, then gently put the crate back on pink. Fireboy jumps onto the friend’s head and across into the red exit alcove.
Walk into the matching doors. All fifteen diamonds are collected, and either hero can enter first. Leave the crate on pink so both exit passages remain open.
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 left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
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 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 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 4.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5 and Moving platform 6.
lower right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Fan 1.
upper left
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
middle right
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.
upper right
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.
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.
Use the heavy friend as a step to reach the upper passages and the wind tower. Collect the fifteen diamonds, bring the original crate down through the right-hand terraces and use it to hold the pink exit button. Move the heavy friend to each exit while the crate is briefly off that button, then put the crate back. Bring Fireboy to the orange exit in the middle center and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 15 unmarked diamonds are optional; collect every diamond for a perfect clear.
15 diamonds: 8 for Fireboy and 7 for Watergirl. None are required to finish. 15 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (middle center and middle right) and 2 blue water pools (middle right). 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 left): 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. 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 3 (middle left): Controls Moving platform 3. 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 4 (middle center): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower left): Controls Moving platform 5 and Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (lower right): Controls Fan 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.