Fairies · LEVEL 26 · Verified walkthrough

The Two Colour Run

Use both coloured fairies to share the left lifts, bridge both shadow pools and operate the far-right cyan lifts. Collect all ten diamonds before returning to the two exit floors.

Level objective

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

The Two Colour Run, fairy 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
CampaignFairy Tales · 26 of 31
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 lava pool, 1 water pool, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 2 levers, 7 moving platforms, 2 fairies, 2 fairy lamps
Win conditionBring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the upper right. 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: upper right.

Step-by-step walkthrough

  1. Open the White passage with the red fairy

    Guide the red fairy right along the top corridor and down onto the White lever. Once its central lift has lowered, return the fairy left. Thread it through the small zigzag gap beside the upper-left stones, then guide it right and down through the open White passage.

  2. Place the two fairies in their lamps

    On the next floor, guide the red fairy left through the matching zigzag gap, down into the bottom corridor and right to the red lamp beneath the long shelf. Guide the blue fairy right through the White opening, upward and left to the blue lamp. The two left lifts lower.

  3. Prepare the magenta bridges

    Fireboy walks right along the bottom floor to collect its red diamond. Move the blue fairy away from its lamp, right through the middle corridor and onto the upper magenta plate. Wait for both platforms over the shadow pools to lower.

  4. Collect Watergirl’s middle and lower diamonds

    Watergirl jumps right across the White gap, uses the lowered magenta platform to cross the upper shadow pool, and collects the blue diamond on its right. Return across the same platform and drop through the White opening. Continue left off the long shelf for the blue diamond above the red lift, then walk right through the bottom water pool for its blue diamond.

  5. Raise both heroes to the lower middle floor

    Watergirl crosses the bottom-right cyan lever, then boards the lowered cyan lift at the far right. Fireboy returns to the lowered red lift on the left. Move the red fairy away from its lamp and along the bottom corridor onto the cyan lever. This raises both heroes to the floor above.

  6. Collect the two lower-middle diamonds

    Watergirl walks left for the blue diamond beside her lift. Fireboy uses the lowered magenta platform to cross the lower shadow pool, collects the red diamond beyond it and stops on the magenta plate. Watergirl crosses back left over the platform to the White lift; Fireboy follows her there.

  7. Raise White and collect the left red

    Guide the blue fairy left from its plate, through the upper-left zigzag gap and back along the top corridor to the White lever. Toggling it raises both heroes to the middle floor. Fireboy walks left for the red diamond above the starting shelf.

  8. Pass the upper magenta plate to Watergirl

    Guide the blue fairy back down through the upper-left gap and right to the upper magenta plate. Watergirl crosses the lowered bridge to the right and stands on that plate herself. Keep her there while moving the blue fairy back into the blue lamp.

  9. Raise Fireboy to the top lava corridor

    Wait for the blue lift to lower, then walk Fireboy onto it. Move the blue fairy away from its lamp so the lift rises. Fireboy walks right for the upper red diamond, crosses the lava and continues onto the upper cyan lift at the far right.

  10. Lower Fireboy for the last red

    Move the red fairy away from the bottom cyan lever and back onto it to lower the cyan lifts. Fireboy rides down to the middle-right floor and walks left for its red diamond. Move the blue fairy back onto the upper magenta plate so Watergirl can leave it.

  11. Raise Watergirl for the final blue

    Watergirl jumps over the pointed stone near the right end of the middle floor and boards the lowered upper cyan lift. Move the red fairy away from cyan and back again to raise her. At the top, Watergirl moves a little left, jumps across her door area and continues left to the blue diamond beyond it. All ten diamonds are now collected.

  12. Bring Fireboy back to the bottom exit floor

    Fireboy jumps left over the pointed stone, crosses the upper shadow pool using the magenta platform, then drops through the White opening. Cross the lower shadow pool using its magenta platform and board the lower cyan lift on the far right. Move the red fairy away from cyan and back again to lower him to the bottom floor.

  13. Finish at the two matching doors

    Fireboy walks left to the bottom red door. Watergirl walks right to the top blue door. Either hero can enter first after the full diamond route.

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 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.

    Controls Moving platform 4 and Moving platform 5.

  • 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.

    Controls Moving platform 4 and Moving platform 5.

  • Switch 3

    middle 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. A free fairy can also activate it by touching it.

    Controls Moving platform 1.

  • Switch 4

    lower 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. A free fairy can also activate it by touching it.

    Controls Moving platform 6 and Moving platform 7.

  • Moving platform 1

    middle center

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

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

  • Moving platform 2

    middle left

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

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

  • Moving platform 3

    middle left

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

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

  • Moving platform 4

    middle center

    At least one of these inputs must be active: Switch 1 and Switch 2.

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

  • Moving platform 5

    middle center

    At least one of these inputs must be active: Switch 1 and Switch 2.

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

  • Moving platform 6

    middle right

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

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

  • Moving platform 7

    middle right

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

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

  • Fairy 1

    upper 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 2

    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 left

    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 2. Moving the fairy away releases that signal.

  • Fairy lamp 2

    middle left

    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 3. 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 Run?

Use both coloured fairies to share the left lifts, bridge both shadow pools and operate the far-right cyan lifts. Collect all ten diamonds before returning to the two exit floors. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the upper right. 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 Two Colour Run?

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 Two Colour Run?

1 orange lava pool (middle center), 1 blue water pool (lower center), and 2 purple goo pools (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 Two Colour Run?

Switch 1 (middle right): Controls Moving platform 4 and Moving platform 5. 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): Controls Moving platform 4 and Moving platform 5. 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 3 (middle center): 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. A free fairy can also activate it by touching it. Switch 4 (lower right): Controls Moving platform 6 and Moving platform 7. 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. A free fairy can also activate it by touching it.