Friends · LEVEL 9 · Verified walkthrough

The Heavy Climb

Use the heavy friend as a moving step and a safe ferry over water. Work the yellow and blue lifts, open green from the left, and collect all nine diamonds before splitting toward the two high doors.

Level objective

Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Heavy Climb, friends level 9: 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 · 9 of 36
Collectibles4 fire diamonds, 5 water diamonds. 0 marked diamonds required; 9 optional.
Hazards1 lava pool, 1 water pool, 3 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 3 moving platforms
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper right.

Step-by-step walkthrough

  1. Collect the low diamonds

    Fireboy jumps right from the starting bank onto the first island for its red diamond, then returns. Watergirl jumps left to the small island for blue. Fireboy follows, jumps onto the far-left shelf for red, then jumps right onto the middle floor and waits on its dry left bank.

  2. Raise the heavy friend

    Watergirl returns through the starting bank, jumps across the two right-hand islands, collecting the lower-right blue diamond, and reaches the yellow plate. Keep yellow held until the heavy friend reaches the middle floor.

  3. Ferry Fireboy over water

    The friend walks left through the water to its left end. Fireboy jumps onto the friend’s head. Carry Fireboy right through the pool, then jump the friend over the short right bank. Fireboy walks right along the middle floor for its red diamond and returns to the friend.

  4. Reach the left side of green

    Fireboy climbs onto the friend again. Carry him back left through the water, jump the short left bank, and stop just left of the middle floor’s upper-left ledge. Fireboy jumps from the friend’s head onto that ledge. Walk to the near edge of the green pool, jump across it and hold the green plate.

  5. Bring Watergirl off yellow

    The friend returns across the water to the dry middle floor. Watergirl leaves yellow just to the left and lets its lift descend partway. Jump onto the descending yellow lift, move toward its centre to clear the right-hand ceiling, then jump left onto the middle floor before the lift reaches the bottom.

  6. Collect the middle blue diamond

    Watergirl crosses left into the water for the blue diamond, returns right, and jumps its short bank. Move the friend onto the blue lift at the middle floor’s right-hand gap. Fireboy keeps green held.

  7. Raise the friend to the upper floor

    Watergirl jumps onto the friend’s head, then jumps right onto the blue plate’s ledge, collecting the blue diamond there. Hold blue until the friend rises fully. The friend walks left through the open green gate. Watergirl leaves blue, jumps left across the lift gap and follows through green.

  8. Collect the high red diamond

    Move Fireboy onto the friend’s head just left of the green gate. Jump for the high red diamond, landing back on the head before jumping again if needed. The friend can now leave the gate area; nobody needs to keep green held.

  9. Boost both heroes to the upper-left shelf

    Move the friend to the dry bank immediately right of the green pool. Each hero climbs onto its head, jumps upward first, then steers left onto the sloping tip of the top shelf. Fireboy can wait here.

  10. Take Watergirl to the last blue diamond

    Watergirl approaches the right edge of the top lava pool and jumps across to its left bank. Move farther left, jump outward for the high blue diamond and land on the lower left shelf. All nine diamonds should now be collected.

  11. Return Watergirl to the friend

    From the lower left shelf, jump right onto the long ledge, then jump across its green pool. Climb onto the waiting friend. Carry Watergirl right along the dry floor to the left side of the green gate.

  12. Boost Watergirl above the gate

    Watergirl jumps straight up from the friend’s head, then steers right over the sloping edge of the high right-hand shelf. Continue toward the blue door. The friend stays safely on the lower floor.

  13. Enter both matching doors

    Fireboy crosses the upper lava pool and jumps out over its left bank to the red door. Watergirl walks into the high blue door on the right. Either hero may enter first, and either player may control the friend.

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

    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 3

    middle 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

    lower 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 2

    lower right

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

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

  • Moving platform 3

    middle right

    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 Heavy Climb?

Use the heavy friend as a moving step and a safe ferry over water. Work the yellow and blue lifts, open green from the left, and collect all nine diamonds before splitting toward the two high doors. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Heavy Climb?

9 diamonds: 4 for Fireboy and 5 for Watergirl. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Heavy Climb?

1 orange lava pool (upper left), 1 blue water pool (lower center), and 3 purple goo pools (middle center, lower left, and lower right). 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 Heavy Climb?

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