Friends · LEVEL 22 · Verified walkthrough

The Beam and the Weight

Use the heavy friend as a stepping stone, then bring it up on the coloured lifts. The last lift responds to a light beam: a character standing in the beam makes it rise, while a clear beam lowers it. Collect the lower diamonds before taking both heroes to the roof.

Level objective

Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Beam and the Weight, friends level 22: 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 · 22 of 36
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 1 lever, 5 moving platforms
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Open the heavy friend’s passage

    Watergirl crosses the bottom water pool, jumps out at its right edge and jumps onto the white plate’s shelf. Keep white held while the heavy friend walks left through the opened passage, crosses the water and jumps onto the dry left bank.

  2. Climb onto the first shelf

    Park the heavy friend near the far-left wall, outside the shelf above. Fireboy jumps onto its head, then jumps upward before moving right onto the shelf. Watergirl returns across the bottom pool and uses the same stepping stone, collecting the blue diamond beside the left wall.

  3. Raise Watergirl on orange

    Watergirl walks onto the orange lift between the two stone shelves. Fireboy holds the orange plate on the left until she reaches the middle tier. Watergirl crosses to the green plate and holds it to lower the middle lift.

  4. Bring the heavy friend up

    The heavy friend walks into the water, jumps onto the lowered green lift and waits. Watergirl leaves green so the friend rises. Fireboy releases orange; once both lifts have settled, move the friend left onto the low orange platform.

  5. Bring Fireboy and the friend to the middle tier

    Fireboy uses the friend’s head to jump through the opening above orange and land on the middle ledge. Return Fireboy to the orange plate and raise the friend; walk the friend onto the middle stone. Fireboy moves towards the plate’s right edge, jumps onto the descending orange lift and jumps from it onto the middle ledge.

  6. Collect the red diamond above the bottom water

    Return Fireboy to the green lift. Watergirl holds green until Fireboy is close to the water, then steps away before the lift submerges. Fireboy jumps right for the red diamond and steers back onto the rising lift. Collect the middle red diamond on the stone shelf, then use orange to return upstairs.

  7. Use the friend to reach the yellow lever

    Fireboy returns to the orange plate so the friend can cross its raised platform to the left water pool. Park the friend near the left edge of the shelf above. Watergirl jumps onto its head, then up and right onto the lever’s ledge. Walk across the yellow lever to turn on the beam.

  8. Collect the red diamond above the left pool

    Move the heavy friend right, jumping out of the shallow water onto its bank. Fireboy catches the descending orange lift again and reaches the middle tier. Jump left onto the friend’s head for the red diamond, then return right.

  9. Reach the upper-right island

    Fireboy holds orange again while the friend crosses to the middle purple platform. Watergirl returns to the middle tier, collects its blue diamond, then jumps onto the friend’s head. Jump up and right onto the upper island for the next blue diamond.

  10. Clear the beam and board yellow

    Leave Watergirl on the upper-right island. Move the friend back onto orange and release the orange plate to lower it beneath the beam. Keep the yellow lever on. With every character clear of the beam, the yellow lift lowers; Watergirl jumps onto it from the right-hand island.

  11. Raise Watergirl to the roof

    Fireboy holds orange again. As the friend rises into the beam, the yellow lift rises with Watergirl. Move the friend onto the low purple platform before Watergirl jumps left onto the roof and holds the purple plate.

  12. Use purple to clear the beam again

    Watergirl keeps purple held, lifting the heavy friend above the beam. Fireboy catches the descending orange lift, reaches the middle tier and jumps onto the raised purple platform. Jump right onto the upper island and collect the red diamond there.

  13. Bring Fireboy up on yellow

    With the beam clear, yellow lowers again. Fireboy boards it from the right-hand island. Watergirl steps off purple so the heavy friend descends into the beam, raising Fireboy’s yellow lift. Jump left onto the roof.

  14. Collect the roof diamonds and finish

    Fireboy takes the red roof diamond and Watergirl takes the blue one. Walk left to their matching doors. Either hero may enter first; the heavy friend does not need an exit.

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

    lower right

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

    Controls Moving platform 1.

  • Switch 2

    lower left

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

    Controls Moving platform 3.

  • Switch 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.

  • Switch 4

    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.

    This switch has no connected device in the current room.

  • Switch 5

    upper center

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

    Controls Moving platform 5.

  • Moving platform 1

    lower right

    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

    lower center

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

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

  • Moving platform 3

    lower center

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

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

  • Moving platform 4

    upper right

    No switch is connected to this mechanism.

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

  • Moving platform 5

    middle center

    At least one of these inputs must be active: Switch 5.

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

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 The Beam and the Weight?

Use the heavy friend as a stepping stone, then bring it up on the coloured lifts. The last lift responds to a light beam: a character standing in the beam makes it rise, while a clear beam lowers it. Collect the lower diamonds before taking both heroes to the roof. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Beam and the Weight?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Beam and the Weight?

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

What do the switches do in The Beam and the Weight?

Switch 1 (lower right): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower left): 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 (middle left): This switch has no connected device in the current room. 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 5 (upper center): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.