Friends · LEVEL 16 · Verified walkthrough
Balance the upper seesaw with all four characters, use Heavy as a step across the water and roll the ball into the pale blue switch. Jumper holds the final pink button while the heroes climb to their exits.
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Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. 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 · 16 of 36 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 5 plates, 5 moving platforms, 1 hanging plank, 1 rolling stone |
| Win condition | Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. 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 center. |
Use Jumper to lower the right end so Heavy can get on. Move both friends to the left, then bring both heroes onto the left end. Keep one hero on the left as a counterweight while the other adjusts their position near the middle and Heavy walks right. Keep the beam gently raised on the right until Heavy can jump onto the tall wall.
Move the heroes towards the middle of the beam and cross to the tall wall one at a time. Keep Jumper on the left until both have crossed, then jump him across.
Watergirl jumps onto the small right shelf for its blue diamond. Fireboy drops onto the shelf underneath for the red diamond. Bring everyone down around the right-hand shelves to the long water pool.
Place Heavy near the middle of the pool. Fireboy jumps onto his head, then jumps left to dry ground. Watergirl can walk through her pool and collect the blue diamond over the left shelf.
Fireboy drops off the left shelf into his lava, collects the red diamond below the middle shelf and holds the white button. Watergirl, Jumper and Heavy cross the open white gap, then all four descend around the right end of the next floor.
Fireboy crosses the lava and jumps for the red diamond at the far left. Jumper crosses the lava, jumps onto the high left shelf and holds the blue button. Fireboy drops through the opening onto the floor below.
Jumper steps off blue and returns right. Fireboy runs to the right edge of the lower floor, jumps the middle gap and holds yellow. Bring the others through that opening, letting Jumper step off Heavy’s head before moving Heavy onward.
Watergirl drops through the middle gap and collects the blue diamonds above and inside the lower water pool. Allow the loose ball to reach her pool.
Watergirl jumps over the ball, rising first before moving sideways, then pushes it left towards the low passage. The ball fits beneath the stone shelf; keep pushing until it rolls out of the pool, down the left bank and into the pale blue button’s hollow.
Leave the ball in the hollow to hold the button. Watergirl climbs onto the dry right bank. Everyone can now pass through the pale blue opening and drop onto the lower-right shelf. Fireboy collects the red diamond above it.
Step off the left end of the shelf and land on the sloping floor below. Watergirl walks down the slope and jumps for the blue diamond on the right.
Jumper and Heavy descend to the bottom floor. Jumper walks underneath the middle wall and stays on the pink button, which slides the pink platform into the left shaft.
Move Heavy to the far-left bottom floor. Fireboy jumps onto his head and jumps again to collect the high red diamond below the exit shelf. Step down before moving Heavy.
Position Heavy just left of the pink platform. Each hero jumps onto his head, rises beside the platform before moving right and lands on top of it. Leave Jumper on the pink button.
From pink, jump up and left onto the exit shelf. Walk to the matching doors with all ten diamonds collected. 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 1.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
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 2.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
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 5.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves left; 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.
middle center
At least one of these inputs must be active: Switch 2.
When powered, it moves left; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 4.
When powered, it moves left; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 5.
When powered, it moves left; when power is released, it returns.
upper center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
middle center
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.
Balance the upper seesaw with all four characters, use Heavy as a step across the water and roll the ball into the pale blue switch. Jumper holds the final pink button while the heroes climb to their exits. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. 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.
2 orange lava pools (middle center) and 2 blue water pools (upper center and lower center). 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 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 3. 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 2. 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 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower center): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.