Forest · LEVEL 18 · Verified walkthrough

The Turning Bridges

Collect Fireboy’s right-side diamonds first, help him cross the roof, then trade the lower green bridges and return through the stone mounds.

Level objective

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

The Turning Bridges, forest level 18: 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
CampaignThe Forest Temple · 18 of 32
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards3 lava pools, 3 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 2 levers, 2 moving platforms, 3 rotating bars
Win conditionBring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower right. Watergirl: lower left.

Step-by-step walkthrough

  1. Send Fireboy around the upper right

    From the starting roof, Fireboy steps toward its RIGHT sloping tip and jumps RIGHT onto the orange-pool floor. Cross safely to the far-right opening. Jump straight UP between the overhangs, then steer onto the tiny wall step. Jump LEFT onto the high roof and collect the orange diamond. Watergirl waits on the starting roof.

  2. Take the orange diamond below that pool

    Fireboy returns RIGHT off the roof and drops to the orange-pool floor. Run LEFT off its pointed left edge, then immediately steer RIGHT underneath it and onto the lower orange-pool ledge. Collect its orange diamond. Move to the sloped LEFT tip of this ledge and jump LEFT onto the right tip of the central starting island. Step onto its flat roof.

  3. Watergirl holds the upper green plate

    Watergirl jumps LEFT from the starting island to the blue-pool floor and crosses it. At the far left, jump UP before steering RIGHT onto the small shelf, collecting its blue diamond. From the shelf’s right edge, jump straight UP and steer LEFT onto the upper pressure plate. Stay there to lower the platform above the purple goo.

  4. Fireboy collects the roof diamond

    Fireboy jumps UP from the central roof onto the diagonal right-hand ramp, follows it RIGHT, then jumps UP beside the upper overhang and steers LEFT onto the high dry roof. Use the lowered platform above the goo to collect the orange diamond and reach the dry LEFT bank. Keep clear of the purple surface.

  5. Keep the cyan bridge open

    Fireboy drops from the left edge of the goo roof to the cyan-lever floor. Passing the lever can turn it OFF: use it again so CYAN remains ON. Continue RIGHT off this floor to the central island, then drop LEFT onto the lower orange basin and jump LEFT to the broad sloping corridor. Collect the orange diamond at its left end.

  6. Reach the lower-left lift

    Fireboy drops outside the corridor’s far-left tip. At the bottom, jump RIGHT onto the stone bank and step onto the purple lift. Jump for the orange diamond above it, then wait. Watergirl leaves her upper plate, drops to her blue-pool floor and walks RIGHT off its tip. Turn LEFT underneath that floor to collect the blue diamond on the sloping corridor below.

  7. Bring Watergirl to the lower green lever

    Watergirl follows the same far-left drop and stone-bank route to the purple lift. Jump straight UP from the lift, then steer RIGHT onto the narrow stone pillar and step down to the green lever. Leave GREEN ON so its bridges are horizontal. Continue RIGHT beneath the left bridge to the first stone mound.

  8. Reach the central ramp from below

    Watergirl jumps RIGHT into the low central corridor and collects its blue diamond, then jumps RIGHT onto the next mound. Jump straight UP from that mound before steering LEFT onto the projecting tip of the central diagonal ramp. Wait on the flat tip. Fireboy now jumps UP from the purple lift, steers RIGHT onto the pillar, and walks to GREEN, turning it OFF.

  9. Open Watergirl’s ascent

    With the green bridges upright, Watergirl walks slightly LEFT up the diagonal ramp, jumps UP and steers RIGHT onto her blue basin. Jump RIGHT onto the next sloping ledge. CYAN must still be ON to leave this route clear. From dry stone, jump across the narrow orange basin to the right ledge, drop at its far-right tip and collect the blue diamond in the lower blue pool.

  10. Use the purple plate and keep Fireboy at Green

    Watergirl walks LEFT onto the purple pressure plate, raising the left lift. Fireboy turns GREEN back ON, but waits beside its lever: Watergirl still needs him to change the right bridge during her return.

  11. Trade the bridge to return Watergirl

    Watergirl walks up the far-right slope beside her pool and jumps LEFT onto the upper ledge. Jump LEFT across the orange basin, descend LEFT through her blue basin, then step off the left end of the horizontal green bridge onto the central ramp. Fireboy turns GREEN OFF. Watergirl walks RIGHT down the ramp to its flat tip, stopping just LEFT of the upright bridge. Fireboy turns GREEN ON again. With her head now below the horizontal bridge, Watergirl walks RIGHT beneath it, drops onto the stone mound and continues RIGHT to the final blue diamond.

  12. Finish at the lower doors

    Leave GREEN ON. Fireboy passes beneath the left bridge and follows the bottom stone mounds RIGHT, jumping between them to the orange door. Watergirl jumps LEFT back across the mounds, crosses the low central corridor and jumps LEFT onto the first mound. Drop LEFT from it into the blue door. Both heroes finish together with all ten optional diamonds collected.

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

    lower left

    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 Rotating bar 1 and Rotating bar 2.

  • Switch 3

    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 Rotating bar 3.

  • Switch 4

    upper left

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

    Controls Moving platform 2.

  • Moving platform 1

    lower left

    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

    upper center

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

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

  • Rotating bar 1

    lower center

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

    Turns to its active angle while powered, then returns when power is released.

  • Rotating bar 2

    lower center

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

    Turns to its active angle while powered, then returns when power is released.

  • Rotating bar 3

    middle right

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

    Turns to its active angle while powered, then returns when power is released.

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 Turning Bridges?

Collect Fireboy’s right-side diamonds first, help him cross the roof, then trade the lower green bridges and return through the stone mounds. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower left. 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 Turning Bridges?

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 Turning Bridges?

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

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