Friends · LEVEL 30 · Verified walkthrough

The Long Team Climb

Use white and the rising pink lift to reach the green lever, then let Jumper release Small. Small opens orange for Heavy. The team returns through the lower yellow lift and blue bridge after collecting all eight diamonds.

Level objective

Bring Fireboy to the orange exit in the middle center 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.

The Long Team Climb, friends level 30: 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 · 30 of 36
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards1 lava pool, 6 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms6 plates, 1 lever, 7 moving platforms
Win conditionBring Fireboy to the orange exit in the middle center 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 center. Watergirl: middle left.

Step-by-step walkthrough

  1. Send Watergirl to white

    Watergirl walks right off the starting shelf onto the lower staircase. Walk left down it and drop from its left end for blue. Cross the bottom water pool, jump out over its right lip and hold white; collect the right-hand blue diamond on the way.

  2. Raise Fireboy

    Fireboy walks right onto the lowered white lift. Watergirl steps left off white and waits on the dry bank. Fireboy rides up and walks left to the pink plate, collecting red.

  3. Catch the rising pink lift

    Wait for pink to lower fully, then jump right onto it from its own plate. The plate releases as Fireboy jumps, so land on the rising platform and let it carry him to the top.

  4. Collect the highest red diamond

    Stand near the pink lift’s right edge. Jump up before steering right onto the high right-hand shelf and collect red. Return left onto the pink lift.

  5. Reach the dry lip and green lever

    Jump left across the upper water pool onto the tiny dry lip at its left end. Ease left off this lip, then steer right as you fall beneath the pool onto the green lever’s ledge. Activate green to release Jumper.

  6. Lift Jumper to the upper room

    Jumper jumps right out of the middle water pool. Watergirl holds white again so he can board it from the starting shelf, then releases it. From raised white, Jumper jumps up first and steers left onto pink.

  7. Hold high yellow

    Jumper crosses the upper water ledge and jumps left into the smaller water pool. Jump up and left onto the highest left-hand shelf. Hold yellow until Small’s lift reaches its upper stop.

  8. Release Small through the narrow steps

    Small jumps right from the lift onto the thin wall. Walk right off it to the short shelf, then drop through the gap at that shelf’s right end. Walk left off the next shelf to the lower water ledge. Cross the water, hop out and hold orange.

  9. Free Heavy and send him below

    Heavy walks right through orange into the starting water pool. Hop out over its right lip, continue right off the starting shelf, then walk left down the lower staircase and drop to the bottom dry floor.

  10. Bring Fireboy back to pink

    Fireboy moves left towards the edge of the green ledge and makes a running jump across the middle water pool onto its left-hand wall. Jump right onto the upper dry lip, then right across the upper pool onto pink.

  11. Return Fireboy and Jumper to the starting floor

    Watergirl holds white. Fireboy drops right onto it and walks left to the starting shelf. Jumper returns from high yellow through the water ledges and onto pink, then drops onto white and steps left too. Watergirl releases white.

  12. Gather the lower lift team

    Fireboy and Jumper walk right off the starting floor and descend the staircase to the bottom. If either lands on Heavy’s head, step right onto the ground before moving him. Heavy walks left and holds the lower yellow plate.

  13. Ride the lower yellow lift together

    Watergirl crosses the bottom pool left and hops onto dry ground. Fireboy, Watergirl and Jumper walk left onto lowered yellow. Heavy steps right off its plate. Wait for the lift to rise fully.

  14. Open blue above the lava

    Watergirl jumps up and right to the ledge above the lava. Jumper follows and holds blue, opening the gap in the exit floor above.

  15. Collect both lower red diamonds

    Fireboy walks right from yellow into his lava for red. Return left, hop out onto yellow and jump straight up for the red diamond beneath the exit shelf. Jump right onto the blue-plate ledge and wait there.

  16. Return Watergirl through the blue opening

    With Jumper holding blue, Watergirl jumps up first through the opening and steers left onto the exit shelf. Jumper jumps through next. Let blue close, then Watergirl can walk right over the restored bridge and through orange into the middle water pool. Hop onto the starting shelf.

  17. Send Jumper back to white

    Jumper follows Watergirl through the middle pool, then drops right off the starting shelf. Descend the staircase, cross the bottom pool, hop out on the right and hold white.

  18. Raise Watergirl to pink

    Watergirl boards lowered white; Jumper steps left off its plate. Watergirl rides up, holds pink until its lift lowers, then jumps right onto the rising lift just as Fireboy did.

  19. Collect the final upper blue diamonds

    Watergirl crosses the upper water ledge and jumps left towards the smaller pool. Walk into that pool for blue, then jump out over its right lip. Drop right into the middle water pool for the final diamond.

  20. Return Watergirl to the starting floor

    Hop out of the middle pool onto the green ledge. Take the same running jump left onto the narrow wall, jump right onto the upper dry lip and cross to pink. Jumper holds white while Watergirl drops onto it and steps left to the starting shelf.

  21. Make the final lower circuit

    Jumper releases white. Watergirl descends the right staircase to the bottom, steps clear of Heavy’s head if necessary and waits while Heavy holds lower yellow. Watergirl and Jumper cross left onto the lowered lift; Heavy releases it.

  22. Open the exit gap again

    Jumper jumps right from raised yellow onto the ledge and holds blue. Watergirl follows, jumps up through the opening and waits between the two doors. Fireboy is already waiting on the lower ledge.

  23. Finish in either order

    Fireboy jumps up through the blue opening and walks into the red door. Watergirl walks into the blue door to its left. Keep Jumper on blue until both heroes have climbed; either hero can enter their door 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

    lower center

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

    Controls Moving platform 2.

  • 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 3.

  • Switch 3

    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 4

    lower center

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

    Controls Moving platform 4.

  • Switch 5

    middle 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 center

    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 6.

  • Switch 7

    middle center

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

    Controls Moving platform 7.

  • Moving platform 1

    middle right

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

    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 1.

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

  • Moving platform 3

    middle left

    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

    lower left

    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 down; when power is released, it returns.

  • Moving platform 6

    middle center

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

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

  • Moving platform 7

    upper center

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

    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 Long Team Climb?

Use white and the rising pink lift to reach the green lever, then let Jumper release Small. Small opens orange for Heavy. The team returns through the lower yellow lift and blue bridge after collecting all eight diamonds. Bring Fireboy to the orange exit in the middle center 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 The Long Team Climb?

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 The Long Team Climb?

1 orange lava pool (lower center) and 6 blue water pools (upper center, middle 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.

What do the switches do in The Long Team Climb?

Switch 1 (lower 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 (upper 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 (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 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 (middle 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 center): Controls Moving platform 6. 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 7 (middle center): Controls Moving platform 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.