Friends · LEVEL 36 · Verified walkthrough

The Locked Ball Tower

Small frees both heroes, rolls the ceiling ball onto White and opens Pink through the narrow passage. Bring the crate down the left bank, help Small cross the lava, then use Purple to reach the separate exit floors.

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Level objective

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

The Locked Ball Tower, friends level 36: 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 · 36 of 36
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards1 lava pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms5 plates, 2 levers, 7 moving platforms, 1 stone box, 1 rolling stone
Win conditionBring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower right. Watergirl: lower right.

Step-by-step walkthrough

  1. Free Watergirl

    Small walks past the yellow lever to lower the middle lift. Climb the narrow shelves on the far right, jump left across the floating stone and board Yellow. Cross the left shelves and stay on the blue button to open Watergirl’s cage.

  2. Collect the high blue diamond

    Watergirl leaves her cage, climbs onto the middle shelves and boards Yellow. Small returns to the yellow lever and raises her. Watergirl jumps right and collects the blue diamond above the upper-right shelf.

  3. Free Fireboy

    Watergirl returns to the yellow lever and lowers the lift. Small climbs the right-hand shelves again and boards it. Watergirl raises Small, who crosses the upper-right shelf, passes underneath Fireboy’s cage and drops onto the orange button. Fireboy can leave his cage.

  4. Reach the high red diamond

    Fireboy returns left via Yellow, the middle shelf and the sloping left ledges. Collect the red diamond above the blue button, then climb back towards the middle.

  5. Collect the middle pair

    Fireboy drops to the long middle floor and takes its right-hand red diamond. Watergirl collects the blue diamond on the left. Small drops through the low passage at the far left and holds White.

  6. Send Fireboy below White

    Fireboy drops through the white opening and collects the red diamond in the chamber below. Leave Watergirl above the opening for the next lift sequence.

  7. Return Small to Yellow

    Small jumps onto the little left ledge above White, then climbs back through the narrow upper passage. Lower Yellow, climb the right-hand shelves again and board it. Watergirl raises Small once more.

  8. Reach the ceiling ball

    Small jumps onto Green. Fireboy holds the green button in the chamber below to raise him. Small walks left through the low ceiling tunnel and pushes the ball onto the left-hand shelves.

  9. Leave the ball on White

    Bring Small down to the long middle floor and push the ball left. When it lands on the little shelf above White, jump to its left side and push it right into the hollow below. The ball now holds White without a character standing there.

  10. Bring Watergirl down

    Watergirl drops through the open white passage and collects the blue diamond on the lower-right side. Small climbs back out of the hollow and follows her down.

  11. Open Pink

    Small goes to the far-right end of this chamber and drops into the narrow shaft. Walk left beneath the low stone ceiling to toggle the pink lever. This opens the central passage for both heroes.

  12. Collect the last blue diamond

    Watergirl drops through Pink and steps off the left edge of the lower shelf. Keep moving left to collect the blue diamond and reach dry ground before landing. Jump right across the bottom lava pool and wait on the dry floor.

  13. Find the crate passage

    Small returns along the narrow lower passage, jumps up the right-hand shaft and crosses the open pink gap. Walk left through the low tunnel, drop onto the little left ledge and step down on the left side of the crate.

  14. Push the crate down the bank

    Small pushes the crate right, down the sloping bank towards the lava. Fireboy drops through Pink, approaches the crate from the right and jumps over it to stand on its left.

  15. Help Small cross the lava

    Small jumps onto the crate and moves towards its middle. Take turns nudging the crate right with Fireboy and moving Small along its top to keep his footing. Near the far bank, Small can step onto dry ground. Keep him out of the lava.

  16. Collect the last red diamond

    Fireboy pushes the crate across the remaining lava and along the bottom floor. Jump for the red diamond near the middle-right side. All eight diamonds should now be collected.

  17. Open the exit shaft

    Small walks to the purple button at the bottom right and stays there. The purple lift rises, leaving room to climb through the shaft. Move the crate towards this opening.

  18. Reach the lower exit floor

    Fireboy moves into the open shaft, jumps up and right onto the lower exit shelf, then waits just before his door. Watergirl moves the crate out of her way, enters the same shaft and jumps onto that shelf too.

  19. Raise Watergirl to her exit

    Small steps off Purple to lower the lift. Watergirl walks left onto it. Small returns to Purple and raises her to the upper exit shelf.

  20. Finish together

    Fireboy enters the lower red door and Watergirl enters the upper blue door. Either can go first. Leave Small safely on the purple button until both heroes finish.

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 right

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

    Controls Moving platform 2.

  • 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 1.

  • Switch 3

    middle left

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

    Controls Moving platform 3.

  • Switch 4

    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 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

    lower 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

    lower right

    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 center

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

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

  • Moving platform 2

    upper right

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

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

  • Moving platform 3

    upper left

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

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

  • Moving platform 4

    upper center

    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

    upper center

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

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

  • Moving platform 6

    lower center

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

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

  • Stone box 1

    lower left

    Walk against its side to push it along its supporting surface.

    A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.

  • Rolling stone 1

    upper 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.

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 Locked Ball Tower?

Small frees both heroes, rolls the ceiling ball onto White and opens Pink through the narrow passage. Bring the crate down the left bank, help Small cross the lava, then use Purple to reach the separate exit floors. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. 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 Locked Ball Tower?

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 Locked Ball Tower?

1 orange lava pool (lower center). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Locked Ball Tower?

Switch 1 (middle right): Controls Moving platform 2. 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 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle center): Controls Moving platform 4. 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 (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 (lower 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 (lower right): Controls Moving platform 7. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.