Light · LEVEL 36 · Verified walkthrough

The Six Switches

Trade places on the yellow and green plates, open the white-diamond chamber and work together to arrange the right-hand route to both exits.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together.

The Six Switches, light level 36: 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 · 36 of 41
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards2 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 4 levers, 6 moving platforms
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together.
ExitsFireboy: upper right. Watergirl: upper right.

Step-by-step walkthrough

  1. Switch on the lower-left lever

    Fireboy jumps left from his starting ledge, drops through the left-hand passages and reaches the orange lever on the bottom floor. Leave it on. Return right, jump back across the lava and climb onto the long middle-left walkway.

  2. Hold the upper green plate

    Watergirl walks right along her starting walkway. Jump upward before steering left onto Fireboy’s starting ledge, then jump left onto the central block. From a little left of its right edge, jump upward before steering right onto the sloping shelf. Jump left onto the small ledge above, then right onto the green plate. Keep holding it.

  3. Bring Fireboy to the yellow plate

    Fireboy jumps left through the lowered green passage, crosses the lava, and climbs the two left-hand steps. Jump upward before steering left onto the yellow plate.

  4. Send Watergirl across the yellow passage

    Fireboy briefly steps right off the yellow plate. Watergirl leaves the green plate to the left and drops onto the central block. Fireboy jumps back onto the yellow plate and waits until its platform moves all the way right. Watergirl jumps upward before steering left across the cleared passage.

  5. Open the purple passage

    Watergirl walks left through the upper water basin, jumps right onto the roof above it and crosses the purple lever. Leave that lever on. Drop left off the roof, return through the basin and jump back right to the central block.

  6. Bring Fireboy back through green

    Fireboy leaves the yellow plate to the right, then drops off the left side of the next shelf and walks right to the lava passage. Watergirl repeats her climb to the green plate. Once it has fully lowered the green panel, Fireboy walks right through that opening and jumps back onto the central block.

  7. Collect the white diamond and raise cyan

    Watergirl leaves the green plate to the left, dropping clear of its edge. Descend the central and right-hand ledges to her starting walkway. Walk left down the ramp and beneath the retracted purple panel into the lower chamber. Walk right into the water basin and jump straight up through the white diamond. Then walk right to the cyan lever. Leave it on and wait there.

  8. Open the upper-right passage

    Fireboy drops onto the right end of his starting ledge, then jumps right onto the ledge beside the orange panel. Continue right to the shelf beside the raised cyan platform. Drop right onto the lower step and walk left to the pink lever. Leave it on.

  9. Lower cyan at the right moment

    Fireboy walks toward the right wall and jumps onto the lower step. Jump upward before steering left onto the shelf beside cyan. Wait on the left part of that shelf, clear of the platform. Watergirl uses Interact at the cyan lever to switch it off, then waits until the platform has fully lowered.

  10. Climb the outer staircase

    Fireboy walks across the lowered cyan bridge to the rightmost pillar. Move fully against the right wall. Jump straight upward before steering left onto the upper stone ledge. Jump left once more onto the flat top of the next step and wait there.

  11. Bring Watergirl out of the lower chamber

    Watergirl walks left along the bottom floor to the left side of the white-chamber ramp. Jump straight upward before steering right onto the ramp’s low tip. Walk right up the ramp, jump upward before steering left onto the central ledge, then repeat Fireboy’s route across the right-hand ledges. Cross the lowered cyan bridge and climb the outer staircase.

  12. Enter both doors

    Both heroes can wait on the flat upper-right step. Each walks left up the sloping ledge, jumps upward, then steers right onto the exit walkway. Fireboy enters the red door and Watergirl the blue door. Either hero can go 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

    upper left

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

    Controls Moving platform 1.

  • Switch 2

    upper center

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

    Controls Moving platform 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 Moving platform 3.

  • Switch 4

    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 Moving platform 4.

  • Switch 5

    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 5.

  • Switch 6

    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 6.

  • Moving platform 1

    upper center

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

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

  • Moving platform 2

    middle center

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

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

  • Moving platform 3

    lower center

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

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

  • Moving platform 4

    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 5

    middle right

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

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

  • Moving platform 6

    upper right

    At least one of these inputs must be active: Switch 6.

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

If you get stuck

Check the unfinished objective

Count the ring-marked diamonds still visible. All 1 are required before both matching doors can finish this room; each hero collects their own color.

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 Six Switches?

Trade places on the yellow and green plates, open the white-diamond chamber and work together to arrange the right-hand route to both exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together.

How many diamonds are required in The Six Switches?

1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.

Which hazards are in The Six Switches?

2 orange lava pools (middle left and lower left) and 2 blue water pools (upper left and lower center). 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 Six Switches?

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