Friends · LEVEL 2 · Verified walkthrough

A Heavy Helping Hand

Use the heavy friend as a step for the two high diamonds, collect the lower gems, then move his weight along the balance to make both exit jumps. The full route collects all eight diamonds without losing a hero or the companion.

Level objective

Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

A Heavy Helping Hand, friends level 2: actual game view with Fireboy, Watergirl, diamonds, elemental pools, matching exits, and this level’s mechanisms.
The level at its starting positions. Orange is safe for Fireboy; blue is safe for Watergirl; purple goo is dangerous to both.
Level at a glance
CampaignAnd Friends · 2 of 36
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards2 lava pools, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 1 lever, 3 moving platforms, 1 hanging plank
Win conditionBring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle left. Watergirl: middle left.

Step-by-step walkthrough

  1. Open the yellow passage

    Select the heavy friend and move him right onto the yellow plate. Keep him there while both heroes leave the starting shelf and pass the lowered yellow gate. Bring him right to the tall step afterwards.

  2. Boost Fireboy onto green

    Fireboy jumps onto the heavy friend’s head, then jumps upwards before steering right onto the high shelf. Collect the red diamond and hold the green plate. Watergirl and the companion can now pass the next gate and continue right.

  3. Reach Watergirl’s high diamond

    Leave the companion beside the tall step on the far right. Watergirl collects her diamond along the lower path, jumps onto his head and uses a second jump to reach the high right-hand shelf and its blue diamond.

  4. Open the purple return

    Fireboy leaves green and walks right through his safe red pool for its diamond. Jump to the right ledge, drop left onto the middle red-diamond shelf, then continue down into the bottom red pool. Return left and jump onto the dry floor by the purple lever. Touch the handle to lower the return platform.

  5. Bring everyone to the balance

    Move the companion left through the blue pool and jump left down to the bottom floor. Watergirl descends the right side, crosses her blue pool and jumps left onto the dry lower floor for the next blue diamond. Watergirl jumps left onto the balance while Fireboy waits by the purple lever and the companion stays on the lower floor to her right.

  6. Collect the two left gems

    Watergirl walks left off the balance and follows the bottom floor to the last blue diamond. Return right and jump back onto the beam. Move the heavy friend left and jump him onto its right end, then bring Fireboy onto the beam and walk him left for the remaining red diamond. He drops safely onto the lower floor. Move Watergirl onto the raised left tip.

  7. Lower Watergirl’s takeoff

    The high tip is too close to the ceiling for a useful jump. Move the heavy friend left towards the pivot. As the left tip descends and the beam becomes almost level, jump left with Watergirl and keep moving left over the short wall around the exit shelf. She can enter her door or wait just to its left for Fireboy.

  8. Help Fireboy back onto the beam

    Move the companion farther left of the pivot to lower that end. Fireboy walks farther left on the bottom floor, then makes a rightward jump onto the lowered beam. Bring the companion back towards the right end to raise Fireboy, and move Fireboy onto the left tip.

  9. Repeat the exit handoff

    Move the heavy friend towards the pivot again. Fireboy jumps left as the descending beam becomes almost level, clears the exit wall and walks into his door. If Watergirl waited beside her door, bring her in now. Either hero can enter their door first; Watergirl crosses to the exit shelf first in this route.

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.

How this room’s mechanisms work

  • Switch 1

    middle left

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 1.

  • Switch 2

    upper center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 2.

  • Switch 3

    lower right

    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.

  • Moving platform 1

    upper left

    At least one of these inputs must be active: Switch 1.

    When powered, it moves down; when power is released, it returns.

  • Moving platform 2

    middle center

    At least one of these inputs must be active: Switch 2.

    When powered, it moves down; when power is released, it returns.

  • Moving platform 3

    middle right

    At least one of these inputs must be active: Switch 3.

    When powered, it moves down; when power is released, it returns.

  • Hanging plank 1

    lower center

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

If you get stuck

Check the unfinished objective

The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.

A gate or platform moved back

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.

You missed a moving platform

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.

You cannot recover safely

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.

Level questions

How do you finish A Heavy Helping Hand?

Use the heavy friend as a step for the two high diamonds, collect the lower gems, then move his weight along the balance to make both exit jumps. The full route collects all eight diamonds without losing a hero or the companion. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in A Heavy Helping Hand?

8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in A Heavy Helping Hand?

2 orange lava pools (middle right and lower right) and 1 blue water pool (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.

What do the switches do in A Heavy Helping Hand?

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 (upper center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower right): 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.