Friends · LEVEL 29 · Verified walkthrough

The Three Friends Tower

Use all three companions in sequence: Small opens the narrow roof circuits, Jumper reaches the far-right orange button, and the Heavy friend ferries both heroes over water before helping them climb out of the final pit. Collect the lower diamonds before finishing at the two different-height exits.

Page updated

Level objective

Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 17 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Three Friends Tower, friends level 29: 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 · 29 of 36
Collectibles8 fire diamonds, 9 water diamonds. 0 marked diamonds required; 17 optional.
Hazards2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms10 plates, 1 lever, 11 moving platforms
Win conditionBring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 17 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle right. Watergirl: middle right.

Step-by-step walkthrough

  1. Lower the left lift

    Send the Small friend left through the low passage, then right onto the white button. Bring both heroes onto the lowered lift and jump to the middle bank.

  2. Cross the starting gates

    Small holds orange while both heroes cross the middle gate. Move Small to the right white button, lower the second lift and bring both heroes to the right bank.

  3. Climb back over the starting area

    Each hero jumps onto the little stone step, then left onto the sloping upper ledge. Fireboy collects the middle red diamond. Small crosses the upper water basin and climbs the narrow left-hand stairs.

  4. Open the pink bridge

    Small follows the roof passage to pink. Both heroes cross the middle basin, climb the left ledge and use the little floating island and lowered pink bridge to reach the Heavy friend.

  5. Ride across the wide water pool

    Small holds the yellow roof button. Bring the Heavy friend to the pool bank, jump both heroes onto his head and walk him across. Watergirl jumps for the high blue diamond before landing back on his head.

  6. Lower the cyan platform

    Both heroes jump onto the cyan platform. Leave the Heavy friend on the bank and send Small to the cyan roof button. Lower the platform and bring both heroes left into the inner chamber.

  7. Open the green route below

    Watergirl collects the inner blue diamond. Fireboy climbs into the lava basin above her and walks left onto the green bridge. Small retraces the left stairs, passes beneath the low wall and holds the bottom green button.

  8. Return Small to the roof

    Fireboy drops onto green and keeps it held. Small climbs back out using the stone step and the narrow sloping tips, returns up the left stairs and follows the roof to the far-right pink button.

  9. Release Watergirl

    Fireboy crosses the bottom lava pool, jumps to the floating island and then the right bank. Jump back up to the white button to open the inner chamber. Watergirl leaves it and jumps to the cyan lever shelf.

  10. Send Jumper over the right-hand wall

    Watergirl walks past cyan to release Jumper. Jump him from his starting pit to the left bank, then the lever shelf and the high ledge. Cross the open pink gate and descend the right-hand shelves to hold orange.

  11. Collect the lower blue diamonds

    Watergirl drops to the right bank, jumps left onto the floating island and walks along it for the blue diamond. Return to the bank and lever shelf, toggle cyan, then drop through the opened lower passage past the next blue diamond.

  12. Bring the Heavy friend downstairs

    Walk the Heavy friend onto the cyan platform and bring Small back to the cyan roof button. Once lowered, move the Heavy friend left off the upper ledge into the inner chamber. Fireboy must keep holding white while the Heavy friend walks through to the right bank.

  13. Use the Heavy friend for the final climb

    Drop the Heavy friend through the open lower cyan passage and walk him to the far-right floor. Watergirl jumps onto his head, then left onto the sloping stone bank. Walk up the slope before jumping to the orange shelf.

  14. Collect the high exit diamond

    Watergirl jumps left to the fire-door shelf and right onto the outer edge of her own shelf. Jump left for the high blue diamond and land back on the fire-door shelf. She can wait there without entering either exit.

  15. Bring Fireboy to the last red diamond

    Fireboy leaves white, jumps towards the red diamond over the right bank and drops through the lower cyan passage. Use the Heavy friend’s head to reach the sloping bank. Jump from the right side for the final red diamond, then return to the bank.

  16. Enter the two matching doors

    Climb from the sloping bank to orange and then the fire-door shelf. Fireboy walks fully into his door; Watergirl jumps onto her higher shelf and walks into hers. Jumper keeps orange held. All seventeen diamonds can be collected, and 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.

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 left

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

    Controls Moving platform 2.

  • Switch 3

    upper center

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

    Controls Moving platform 3.

  • Switch 4

    upper right

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

    Controls Moving platform 4.

  • Switch 5

    lower center

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

    Controls Moving platform 5.

  • Switch 6

    middle right

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

    Controls Moving platform 6.

  • Switch 7

    middle 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 7.

  • Switch 8

    upper right

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

    Controls Moving platform 8.

  • Switch 9

    middle right

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

    Controls Moving platform 9.

  • Switch 10

    middle left

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

    Controls Moving platform 10.

  • Switch 11

    middle left

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

    Controls Moving platform 11.

  • Moving platform 1

    middle 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

    upper left

    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

    upper 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 4

    middle right

    At least one of these inputs must be active: Switch 4.

    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 left; when power is released, it returns.

  • Moving platform 6

    middle right

    At least one of these inputs must be active: Switch 6.

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

  • Moving platform 7

    lower right

    At least one of these inputs must be active: Switch 7.

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

  • Moving platform 8

    upper right

    At least one of these inputs must be active: Switch 8.

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

  • Moving platform 9

    middle right

    At least one of these inputs must be active: Switch 9.

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

  • Moving platform 10

    middle left

    At least one of these inputs must be active: Switch 10.

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

  • Moving platform 11

    middle left

    At least one of these inputs must be active: Switch 11.

    When powered, it moves down; 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 Three Friends Tower?

Use all three companions in sequence: Small opens the narrow roof circuits, Jumper reaches the far-right orange button, and the Heavy friend ferries both heroes over water before helping them climb out of the final pit. Collect the lower diamonds before finishing at the two different-height exits. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 17 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Three Friends Tower?

17 diamonds: 8 for Fireboy and 9 for Watergirl. None are required to finish. 17 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Three Friends Tower?

2 orange lava pools (middle center and lower center), 2 blue water pools (middle center and middle left), 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.

What do the switches do in The Three Friends Tower?

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 left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper 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 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. Switch 6 (middle right): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (middle right): Controls Moving platform 7. 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 8 (upper right): Controls Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 9 (middle right): Controls Moving platform 9. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 10 (middle left): Controls Moving platform 10. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 11 (middle left): Controls Moving platform 11. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.