Friends · LEVEL 5 · Verified walkthrough

The Weight and the Gate

Trade places on the green and yellow plates, use the heavy friend for the high red diamonds, then bring everyone down for the last two diamonds and the exit boosts. This route collects all ten diamonds without losing any character.

Level objective

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

The Weight and the Gate, friends level 5: 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 · 5 of 36
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 lava pool, 3 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 1 lever, 4 moving platforms
Win conditionBring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower center. Watergirl: lower center.

Step-by-step walkthrough

  1. Send Watergirl to green

    Watergirl jumps right onto the higher dry shelf, then jumps up before steering right into the upper blue pool. Jump out onto the green plate at the right end. This lowers the gate blocking the heavy friend.

  2. Hold green with the friend

    Move the heavy friend right off the top shelf and onto green. Watergirl can leave the plate, jump left out of the blue pool onto the top shelf, and walk left for its blue diamond. Return to the right side before releasing green.

  3. Bring the friend down

    Move both Watergirl and the friend left into the blue pool, away from green. Wait for the green gate to rise. The friend walks to the pool’s left bank, makes a short jump out, and continues left down to the heroes’ starting shelf.

  4. Boost Fireboy to orange

    Park the friend just to the right of the high left shelf. Fireboy jumps onto the friend’s head, then jumps upwards before steering left onto the shelf. Collect the high red diamond and touch the orange lever.

  5. Collect the upper right red diamond

    Fireboy returns right to the starting shelf, jumps onto the higher dry shelf, crosses his safe red pool and jumps right for the red diamond. Land on the right-hand step.

  6. Pass the upper yellow gate

    Watergirl leaves the upper blue pool by its left bank and descends left into the next blue pool. Jump out onto the upper yellow plate. Bring the friend down through this blue pool and onto yellow, freeing Watergirl to descend onto the middle shelf.

  7. Collect the two middle blue diamonds

    Before descending farther, Watergirl jumps right from the middle shelf over the lowered pink gate and onto the right step for its blue diamond. Return left, jump across the purple pool to the small left shelf for the next diamond, then drop left into the lower blue pool.

  8. Use the lower yellow plate

    Watergirl jumps out of the lower blue pool and walks onto the lower yellow plate, collecting its diamond. The friend can now leave the upper plate and descend onto the dry middle shelf. Fireboy comes down the right steps and crosses left onto that same shelf.

  9. Boost Fireboy back to the red diamond

    Position the friend near the middle shelf’s left end, beside the tall yellow passage. Fireboy jumps onto the friend’s head, then jumps up and left onto the upper yellow shelf for the red diamond. Drop back down to the friend afterwards.

  10. Open the lower right route

    Watergirl moves right onto the pink plate. Fireboy crosses the raised pink gate, drops right for the lower red diamond, then jumps back left onto the plate’s shelf and takes over pink. Move the heavy friend through the open passage and down the right steps to the bottom floor.

  11. Gather the final two diamonds

    Both heroes follow the right steps down. Move the friend left along the bottom floor so the heroes can leave his head without hitting the low right overhang. Watergirl walks under that overhang and jumps for the last blue diamond. Fireboy jumps onto the friend’s head and makes another jump beside the last red diamond.

  12. Boost each hero to a door

    Park the friend to the left of Watergirl’s raised door shelf. Watergirl jumps onto his head, then up and right to her door. For Fireboy, move the friend to the right of his door shelf; Fireboy jumps onto the head, then up and left to his door. These final boosts can be performed in either order.

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

    upper center

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

    Controls Moving platform 1.

  • Switch 2

    middle center

    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 center

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

    Controls Moving platform 4.

  • Switch 4

    upper 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 2.

  • 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 3.

  • Moving platform 1

    upper center

    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 4.

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

  • Moving platform 3

    middle center

    At least one of these inputs must be active: Switch 2 and Switch 5.

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

  • Moving platform 4

    middle center

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

    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 Weight and the Gate?

Trade places on the green and yellow plates, use the heavy friend for the high red diamonds, then bring everyone down for the last two diamonds and the exit boosts. This route collects all ten diamonds without losing any character. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. 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 Weight and the Gate?

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 Weight and the Gate?

1 orange lava pool (upper center), 3 blue water pools (upper center, middle center, and lower center), and 1 purple goo pool (middle 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 Weight and the Gate?

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