Friends · LEVEL 26 · Verified walkthrough

The Turning Portals

Swap sides through the bottom portals, then use the jumping friend to open each outer route. Send each hero through the portal above their matching liquid, collect the central diamonds and descend to the correct exit.

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Level objective

Bring Fireboy to the orange exit in the middle right 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 Turning Portals, friends level 26: 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 · 26 of 36
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 2 levers, 2 moving platforms, 6 portals
Win conditionBring Fireboy to the orange exit in the middle right 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 right. Watergirl: middle left.

Step-by-step walkthrough

  1. Power the bottom portals

    Move the jumping friend off the small starting triangle, then steer back onto the larger central platform below. Hold its pale blue plate.

  2. Swap the heroes’ sides

    Fireboy drops left off his starting shelf into the right floor portal and keeps moving left after emerging on the opposite side. Collect the low red diamond. Watergirl mirrors this route through the left floor portal, moving right after arrival to collect low blue.

  3. Reach the pink plate

    The jumping friend leaps left from the centre onto the pink-plate shelf. Walk towards its right edge before the next jump so the stone above does not block the friend.

  4. Open the blue gate

    Jump left from the shelf’s right edge, rising briefly before steering over the stone column and past the small lava pool. Land on the far-left door shelf. Drop around its right edge, then walk left along the floor below to turn on blue.

  5. Collect the left middle red

    Fireboy jumps left onto the sloping end of the blue-gate floor and crosses to the lever. His crossing turns blue off. From the dry area beside the door shelf, jump up and left onto that shelf. Jump up first, then steer right onto the small stone shoulder for the red diamond below the lava. Return to the door shelf.

  6. Restore the blue gate

    Select the jumping friend, who is still beside the blue lever, and use the lever to turn it back on. The friend crosses the open gate, jumps right to the central platform and jumps back left to hold pink.

  7. Take Fireboy through pink

    Fireboy drops right from the door shelf, crosses the open blue gate and drops to the bottom-left starting floor. Walk left into the powered pink portal. He emerges above the top-left lava, where he can land safely.

  8. Collect Fireboy’s upper and central diamonds

    Walk through the lava and hop over its right lip for the upper red diamond. Jump right to the small central triangle. Jump right again towards the red diamond hanging in the central gap; once collected, steer right onto the white-plate shelf.

  9. Open the green gate

    The jumping friend drops right from pink to the lower central platform and jumps onto the white-plate shelf. From its left edge, jump right, rising before crossing the column. Land on the far-right door shelf, drop around its left edge and walk right along the lower floor to turn on green.

  10. Collect the right middle blue

    Watergirl jumps right onto the sloping end of the green-gate floor and walks to the lever. Her crossing turns green off. From the dry area beside the door shelf, jump up and right onto it. Jump up first, then steer left onto the stone shoulder for blue below the water. Return to the door shelf.

  11. Restore green and hold white

    Use the green lever with the jumping friend to reopen its gate. The friend crosses left through it, jumps to the central platform and jumps right to hold white. Fireboy may also remain on this plate.

  12. Take Watergirl through white

    Watergirl drops left from the door shelf, crosses the open green gate and drops to her bottom-right starting floor. Walk right into the powered white portal. She emerges above the top-right water.

  13. Collect Watergirl’s upper and central diamonds

    Walk through the water and hop over its left lip for upper blue. Jump left to the central triangle, then jump left again for the blue diamond hanging in the central gap. Once collected, steer left onto the pink-plate shelf. All eight diamonds should now be collected.

  14. Return to the exit floors

    Each hero drops from the inner edge of their plate shelf, then steers back towards the outer wall after passing below it. Land on the lower starting floor. Jump onto the sloping end of the open gate’s floor and walk underneath the outer door shelf.

  15. Enter the matching doors

    Fireboy jumps right onto the right-hand door shelf and enters red. Watergirl jumps left onto the left-hand shelf and enters blue. Either hero may finish 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

    middle left

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

    Controls Portal 5 and Portal 6.

  • Switch 2

    middle right

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

    Controls Portal 3 and Portal 4.

  • Switch 3

    middle center

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

    Controls Portal 1 and Portal 2.

  • Switch 4

    middle right

    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 1.

  • Switch 5

    middle 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 Moving platform 2.

  • Moving platform 1

    middle right

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

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

  • Moving platform 2

    middle left

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

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

  • Portal 1

    lower center

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

    Step inside to travel to Portal 2. Step out of the destination before trying to return.

  • Portal 2

    lower center

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

    Step inside to travel to Portal 1. Step out of the destination before trying to return.

  • Portal 3

    upper right

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

    Step inside to travel to Portal 4. Step out of the destination before trying to return.

  • Portal 4

    lower right

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

    Step inside to travel to Portal 3. Step out of the destination before trying to return.

  • Portal 5

    lower left

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

    Step inside to travel to Portal 6. Step out of the destination before trying to return.

  • Portal 6

    upper left

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

    Step inside to travel to Portal 5. Step out of the destination before trying to return.

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 Portals?

Swap sides through the bottom portals, then use the jumping friend to open each outer route. Send each hero through the portal above their matching liquid, collect the central diamonds and descend to the correct exit. Bring Fireboy to the orange exit in the middle right 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 Turning Portals?

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 Turning Portals?

2 orange lava pools (upper left), 2 blue water pools (upper right), and 1 purple goo pool (lower 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 Portals?

Switch 1 (middle left): Controls Portal 5 and Portal 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): Controls Portal 3 and Portal 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle center): Controls Portal 1 and Portal 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle right): Controls Moving platform 1. 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 (middle left): 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.