Light · LEVEL 17 · Verified walkthrough

The Wind and Light Relay

Change the two linked fans, collect the eight diamonds and use Watergirl’s upper-left plate to open Fireboy’s lower-right light gate.

Level objective

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

The Wind and Light Relay, light 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
CampaignThe Light Temple · 17 of 41
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards1 lava pool, 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 levers, 1 plate, 4 moving platforms, 3 fans
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper right.

Step-by-step walkthrough

  1. Change the fans at the bottom

    Fireboy drops off the left edge of his starting walkway, then steers right before reaching the goo. Walk right across the paired yellow levers on the bottom floor. The horizontal fan switches off and the upper downward fan switches on.

  2. Ride the left fan and collect the low blue

    Watergirl moves to the right edge of the vertical fan, just left of the goo. Let it carry her upward alongside the block above. Steer right once her feet pass the middle of the fan, then back left onto the block’s small right-hand lip. Jump left onto the block top, then jump toward the orange lever on the left shelf. Jump left again for the low blue diamond and land on the bottom-left floor.

  3. Bring Fireboy over for the left red

    Fireboy walks left along the bottom floor and jumps across the goo into the fan. Repeat Watergirl’s climb and leftward jumps for the red diamond above her starting area. Both heroes can safely wait on the bottom-left floor.

  4. Collect the floating middle red

    Fireboy rides the fan and climbs the block again. Take a running jump from its right edge to the middle walkway. From that walkway’s left edge, jump back left through the floating red diamond, then steer left onto the block’s small lip. Climb to its top, visit the orange lever again so the orange right-hand panel remains open, then return to the block and jump right to the middle walkway.

  5. Climb the right-hand steps

    Fireboy crosses the lava and drops onto the lower right-hand ledge. From its right edge, jump straight up before steering right onto the narrow step. Repeat upward jumps before steering left onto the next two steps. Collect the red diamond above the highest step, then jump left to the dry right bank of the water basin and wait.

  6. Collect Watergirl’s low middle diamond

    Watergirl rides the left fan, climbs the block and makes the running jump to the middle walkway. Jump over the lava and continue right to the lower ledge. Move toward its left edge and jump left onto the small platform below the lava for the blue diamond. Jump right back to the ledge, climb the same steps as Fireboy, then walk left through the water basin.

  7. Switch off the downward fan

    Fireboy drops back down the right-hand steps and jumps left onto the lava walkway. Walk left across the lava, drop off the walkway’s left edge and steer right before reaching the goo. Cross the bottom yellow levers once more. The downward fan must now be off before Watergirl crosses the upper gap.

  8. Take Watergirl to the green plate

    From the left bank of the basin, Watergirl jumps left through the high blue diamond onto the upper-left walkway. Walk to its far-left edge. Jump upward before steering right onto the sloping shelf above, then jump right again for the last blue diamond. Stand on the green plate and wait: the upper-right panel moves clear of the light ray, powering its receiver and lowering the gate to Fireboy’s next room.

  9. Get the last red and open the blue passage

    Fireboy walks to the right end of the bottom floor. Jump upward before steering right through the lowered light gate. Cross the blue lever, move toward the right wall and jump for the final red diamond. Make sure the blue lever remains on, then walk left out of the chamber without jumping across it again. Watergirl continues holding the green plate.

  10. Return Fireboy to the upper route

    On the bottom floor, walk left past the yellow levers, back right onto them, then left again so the downward fan stays off. Jump across the goo, ride the left fan and climb to the block top. Run and jump right to the middle walkway, cross the lava and climb the right-hand steps again.

  11. Reach the exit walkway

    From the highest small step, take a running jump off its right edge to the sloping ledge on the right. Walk along that ledge, then jump upward before steering left onto the small upper shelf. Jump left across the blue passage and wait on the walkway just right of Watergirl’s door.

  12. Bring Watergirl across

    Watergirl can leave the green plate once Fireboy is clear of the lower light gate. Walk off its left side and wait to land on the walkway below. Run from that walkway’s right edge and jump across the upper gap. Walk through the water basin, drop to the highest small step and repeat Fireboy’s running jump and two upper jumps. Wait beside him, to the right of the blue door.

  13. Enter the two doors

    All eight diamonds are collected. Fireboy walks left up the sloping walkway to the red door; Watergirl walks 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

    lower 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 Fan 2.

  • Switch 2

    lower 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 Fan 3.

  • Switch 3

    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 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.

    Controls Moving platform 4.

  • Switch 5

    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

    middle right

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

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

  • Moving platform 2

    middle right

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

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

  • Moving platform 3

    lower right

    No switch is connected to this mechanism.

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

  • Moving platform 4

    upper right

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

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

  • Fan 1

    lower left

    This fan runs without a switch.

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

  • Fan 2

    middle center

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

    The air current pushes right. Stay in the stream until you can move onto a dry landing.

  • Fan 3

    upper center

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

    The air current pushes down. Stay in the stream until you can move onto a dry landing.

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 Wind and Light Relay?

Change the two linked fans, collect the eight diamonds and use Watergirl’s upper-left plate to open Fireboy’s lower-right light gate. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. 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 Wind and Light Relay?

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 Wind and Light Relay?

1 orange lava pool (middle center), 1 blue water pool (middle center), 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 Wind and Light Relay?

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