Fairies · LEVEL 17 · Verified walkthrough

The Two Colour Light Circuit

Use the two hero plates and the movable optical dial to free three fairies. Turn their lamps into a shared route through all eight diamonds, then ride Green to the upper-left exits.

Level objective

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

The Two Colour Light Circuit, fairy level 17: 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
CampaignFairy Tales · 17 of 31
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards5 lava pools, 3 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 8 moving platforms, 3 fairies, 3 fairy lamps
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Aim the red beam at the left receiver

    Fireboy walks left onto the red plate and stays there. Drag the optical dial from its current knob to roughly two-thirds of the way across the track. Aim the reflected red beam up and left at the receiver beside the yellow fairy’s cage. Wait for the cage’s roof platform to slide right.

  2. Put Yellow in its lower lamp

    Guide the yellow fairy upward through the opened roof and right above the cage wall. Take it through the open middle passage, around the right end of the lowest central platform, then left into the yellow lamp beneath that platform. The yellow hero lift rises.

  3. Send Watergirl to the cyan plate

    Watergirl jumps right from her starting purple platform to the raised yellow lift and jumps there for the blue diamond above it. Continue right to the large ledge and stand on its cyan plate. Fireboy keeps holding the red plate on the opposite side.

  4. Free Purple with the cyan beam

    Drag the dial farther right, to about five-sixths of its track, until the reflected cyan beam hits the receiver beside the purple fairy’s cage. Guide Purple upward through its opened roof, left above the cage wall and down the open passage beside the yellow lift. Go around the right end of the lowest platform and left into the purple lamp beneath its centre. Wait for the purple hero lift to rise.

  5. Free Green and park it beside its lamp

    Move the dial back just left of the track’s midpoint. The red beam now reaches the high receiver beside Green. Once its gate has lowered, guide the green fairy right through the opening, down around the lowered gate’s right side and through the same open lower passage. Leave it just to the right of the green lamp beneath the lowest platform, outside the lamp’s glow.

  6. Restore the middle bridge and collect the lower blue

    Move the purple fairy a little right out of its lamp and wait for the purple hero platform to lower to its starting height. Watergirl leaves the cyan plate, walks left down the right-hand ramp and drops onto the dry right end of the lowest central platform for its blue diamond. Wait there.

  7. Collect Fireboy’s upper and right diamonds

    Fireboy leaves the red plate and walks to the right edge of his starting ledge. Jump onto the low green lift for its red diamond, then across the purple platform to the raised yellow lift. Jump straight up there for the high red diamond. Continue right to the large ledge and collect the red diamond beside its plate.

  8. Collect the lower red

    Fireboy walks left down the right-hand ramp and drops to the lowest central platform. Walk left through his red pool, jump over the central diagonal mirror, then continue left through the next red pool to the red diamond at the dry left end.

  9. Bring Watergirl across the lower pools

    From the dry right end, Watergirl jumps left over the first red pool onto the diagonal mirror. Jump left again over the remaining red pool to the dry left end of the central platform. The mirror stays at the same angle during these jumps.

  10. Return both heroes to the left plate

    From the lowest platform, each hero jumps straight up briefly, then steers left onto the sloping end of the original starting ledge. Walk left along that ledge. Watergirl collects the blue diamond beside the red plate.

  11. Ride Green together for the final blue

    Each hero walks back to the right edge and jumps onto the low green lift. Guide the green fairy left into its lamp below. Wait while the lift raises both heroes to the upper floor. Watergirl collects the last blue diamond during the ascent; all eight diamonds are now collected.

  12. Reach the two upper-left exits

    Both heroes jump left from Green onto the right end of the door ledge. Fireboy continues left to the red door; Watergirl moves left to the blue door. Either hero can enter 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. A free fairy can also activate it by touching it.

    This switch has no connected device in the current room.

  • Switch 2

    middle right

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. A free fairy can also activate it by touching it.

    This switch has no connected device in the current room.

  • Moving platform 1

    middle left

    No switch is connected to this mechanism.

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

  • Moving platform 2

    upper center

    No switch is connected to this mechanism.

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

  • Moving platform 3

    upper right

    No switch is connected to this mechanism.

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

  • Moving platform 4

    middle center

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

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

  • Moving platform 5

    middle center

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

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

  • Moving platform 6

    middle center

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

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

  • Moving platform 7

    upper center

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

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

  • Moving platform 8

    upper center

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

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

  • Fairy 1

    upper center

    Drag the fairy with a mouse or finger. Release to stop moving it.

    Guide it through open passages into a matching-color lamp. White fairies can use any lamp. Stone and moving barriers block its path; open the physical passage before moving a fairy through it.

  • Fairy 2

    middle right

    Drag the fairy with a mouse or finger. Release to stop moving it.

    Guide it through open passages into a matching-color lamp. White fairies can use any lamp. Stone and moving barriers block its path; open the physical passage before moving a fairy through it.

  • Fairy 3

    middle left

    Drag the fairy with a mouse or finger. Release to stop moving it.

    Guide it through open passages into a matching-color lamp. White fairies can use any lamp. Stone and moving barriers block its path; open the physical passage before moving a fairy through it.

  • Fairy lamp 1

    lower center

    The lamp needs no switch power. A matching-color fairy must remain in its cup; white fairies match any color.

    While occupied, it activates Moving platform 5 and Moving platform 7. Moving the fairy away releases that signal.

  • Fairy lamp 2

    lower center

    The lamp needs no switch power. A matching-color fairy must remain in its cup; white fairies match any color.

    While occupied, it activates Moving platform 4. Moving the fairy away releases that signal.

  • Fairy lamp 3

    lower center

    The lamp needs no switch power. A matching-color fairy must remain in its cup; white fairies match any color.

    While occupied, it activates Moving platform 6 and Moving platform 8. Moving the fairy away releases that signal.

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.

A fairy will not reach its lamp

Guide it through the open corridor instead of dragging through stone. Clear the barrier first and match the lamp color; a white fairy can light any lamp. Keep the fairy in the cup while its connected platform is needed.

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 Two Colour Light Circuit?

Use the two hero plates and the movable optical dial to free three fairies. Turn their lamps into a shared route through all eight diamonds, then ride Green to the upper-left exits. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper 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 Two Colour Light Circuit?

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 Two Colour Light Circuit?

5 orange lava pools (lower center, lower left, and lower right) and 3 blue water pools (upper center, middle right, and middle left). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Two Colour Light Circuit?

Switch 1 (middle left): This switch has no connected device in the current room. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. A free fairy can also activate it by touching it. Switch 2 (middle right): This switch has no connected device in the current room. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. A free fairy can also activate it by touching it.