Friends · LEVEL 11 · Verified walkthrough
Use the Jumping Friend to reach the high switches and Heavy as a moving step. Catch the released ball on the dry lip, send it through the low tunnel, collect all ten diamonds and use the lower ferry to bring Heavy back to the exit side.
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Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | And Friends · 11 of 36 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 1 lava pool, 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 5 plates, 1 lever, 6 moving platforms, 1 rolling stone |
| Win condition | Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower center. Watergirl: lower left. |
The Jumping Friend crosses the starting pillar and holds the orange plate. Fireboy and Watergirl pass underneath; collect the red and blue diamonds on the starting floor.
The Jumping Friend jumps up first beside the tall right pillar, then steers right onto green. Bring Heavy just left of that pillar. Each hero jumps onto Heavy’s head; make Heavy hop, then jump from the rising head, going up before steering right onto the green shelf. Fireboy collects its red diamond.
Watergirl jumps up and left from the green shelf onto the dry sloping end of the lava shelf. Walk left to the dry middle, jump into the upper water pool, and jump from its right end onto the high pink plate. Collect blue and hold pink.
The Jumping Friend jumps left onto the dry middle shelf and then onto the lowered pink lift. Fireboy returns to the lava shelf, collects its red diamond and waits in the lava immediately beside its raised left dry lip.
The Jumping Friend jumps left from pink onto the high stone shelf, then up and left to the yellow lever. Activate yellow. Its panel pushes the ball out of its original tunnel; Fireboy catches it on the dry left lip before it falls into lava.
Move Fireboy a short distance left to push the ball off the dry lip. Let it roll down the original slopes to the starting floor, where it stops at the orange barrier.
The Jumping Friend returns right via the pink lift. Drop onto the dry middle shelf, walk beneath the water pool and use a short jump over the raised right end. Drop to the starting floor and hold orange again.
Fireboy crosses the lava, jumps over its right lip, and follows the same dry route back to the starting floor. Approach the ball from the right and push it left beneath the low starting ledge. Wait for it to roll through the tunnel and settle on blue; only the ball fits this passage.
Watergirl leaves pink, returns to the upper pool and jumps up and left for the high blue diamond. Land on the dry middle shelf, then follow the short right-hand jump back to the starting floor.
The ball has moved the blue bridge aside. Each hero drops through this opening onto the long lower shelf. Walk right for the red and blue diamonds.
The Jumping Friend follows the blue opening down, walks off the far-right end onto the next terrace, then drops left to the bottom-right floor. Jump left across the goo onto the waiting ferry. Cross to the left bank and hold the pale blue plate to bring the ferry right.
Both heroes follow the right-hand terraces to the bottom floor and jump left onto the ferry. Fireboy jumps near its left edge for the red diamond and returns to its middle.
The Jumping Friend steps left off the pale blue plate. Let the ferry carry both heroes back. Watergirl jumps for the blue diamond as it approaches the left bank. All ten diamonds are now collected; jump both heroes onto the left bank.
The Jumping Friend holds pale blue again. Heavy drops through the blue opening, walks far enough right to clear the wide lower shelf, drops onto the right terrace, then steps left off that terrace onto the bottom-right bank.
Move Heavy close to the goo’s right edge and make a short hop onto the ferry. The Jumping Friend leaves pale blue and waits while the ferry returns left. Heavy walks onto the left bank.
Place Heavy in the clear gap between the two exit shelves. Each hero jumps onto Heavy’s head, makes Heavy hop, then jumps up before steering toward the matching shelf. Fireboy goes right to red; Watergirl goes left to blue. Either hero can enter first.
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
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
upper 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 4.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 6.
middle right
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 5.
When powered, it moves right; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 6.
When powered, it moves right; when power is released, it returns.
upper left
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
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 Jumping Friend to reach the high switches and Heavy as a moving step. Catch the released ball on the dry lip, send it through the low tunnel, collect all ten diamonds and use the lower ferry to bring Heavy back to the exit side. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
1 orange lava pool (middle center), 1 blue water pool (upper center), and 1 purple goo pool (lower center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (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 2 (middle right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower 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 (upper right): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (upper left): 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 (lower center): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.