Electricity Puzzle turns you into the current itself. Each stage is a broken circuit painted across a wall, a pillar, or an entire floating island, and your job is to rotate, route, or rebuild the path so the charge reaches the receiver. Power the receiver and a gate opens, a lift rises, or a bridge extends. Three levels are playable in the current build from Bonk’s Games, each one adding a new block type that changes how the current travels.
Quick answer: Press Electrify at a terminal to send current down the wire. Align every segment so the charge lands in the receiver, then ride the lift chain to the zipline and press Travel to finish the level.
Circuit rules: what each block colour does
Every puzzle in the game is built from the same small set of parts. Learn what each one does and the later stages stop being guesswork, because the solution is always the single path that survives every block on the grid.
| Element | Behaviour | Level introduced |
|---|---|---|
| Blue spinner tile | Click to rotate the wire segment | Level 1 |
| Red point / block | Stops the current in place | Level 1 |
| Green corner | Bounces the current in a new direction | Level 2 |
| Purple point | Teleports the current to a paired point | Level 2 |
| Pink placer | Portable tile you pick up and drop into empty slots | Level 3 |
| Icy point | Blocks the wire until a torch melts it | Level 1 |
Two prompts drive everything. Electrify appears on terminal boxes and fires the charge along the wire, and it can be used as many times as you like, so treat a failed run as free information about where the path breaks. Travel appears on wire posts and launches you along a zipline to the next island.
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Add to Google Preferences →Level 1 walkthrough: wires, spinners, and ice
Level 1 is the long one. It runs through 21 separate puzzle stages before the finishing zipline, and the layout is a vertical climb. Solve a circuit, ride the lift it spawns, cross a bridge or zipline, solve the next circuit. There is no branching route, so anything that feels like a dead end means a puzzle behind you is still unsolved.
The opening stretch is deliberately gentle. You cross a wooden bridge to a stone island, connect the yellow current to the red terminal to open the entrance gate, then solve two more single-path wire puzzles that each spawn a moving platform.

Logic blocks and the blue grid
From the fourth puzzle onward, logic blocks start appearing inside the wire path, and red inverter blocks change how the charge behaves when it passes through. The first real difficulty spike is the large blue grid mounted on a wall, where every tile rotates. Work backwards from the receiver box instead of forwards from the terminal. The receiver only accepts current from one face, which fixes the last tile, and each tile before it then has exactly one orientation that feeds it.

The middle section mixes pink nodes that launch you upward, split-path circuits where the charge divides, and rooms built around a single red block you have to route around rather than through.

After that comes a run of yellow and purple circuits, which are the same rotation puzzles with two separate paths sharing one board. Keep the colours mentally separated. A yellow segment that looks like a shortcut is usually part of the purple route.

The largest puzzle of the level is the yellow scaffolding structure. It is a three-dimensional board, and the path crosses more than one face, so you have to walk around the structure and rotate segments on the sides you cannot see from the terminal.
The snow section and torches
The final three stages move into a snowy area, and the on-screen hint spells out the rule: Torches will melt any icy points for a short time! Icy points sit directly on the wire and stop the charge dead. Light the torch first, then immediately press Electrify, because the melt is temporary and the ice reforms if you spend too long adjusting the path.
Solve the routing before you touch a torch. Set every rotation, run the circuit to confirm the ice is the only remaining break, then melt and fire.

The last puzzle combines ice melting with full path routing and sits past a small snowman. Clear it, take the final zipline, and the level is done.
Level 2 walkthrough: bounce, teleport, and stop points
Level 2 introduces three mechanics in sequence, each with its own on-screen hint, and the final puzzle combines all of them.
- Green corners bounce your electricity — the charge deflects instead of passing straight through, so count the bounces before committing to a layout.
- Purple points teleport you to another purple point — they come in pairs and carry the current across gaps with no wire between them.
- Red points will make you stop in place — treat every red tile as a wall and plan the path to avoid it entirely.
The level opens with a wall circuit that unlocks the first barred gate, then a zigzag puzzle powering an elevator. Higher up you get a corner circuit wrapped around stone pillars and a rotatable node grid where you align directional switches before firing the charge. The centrepiece is a large blue maze wall made entirely of rotating tiles. Build one continuous line through it, power it, and the lift to the zipline unlocks.
The closing stretch adds a branching puzzle with pink terminal points and a central blue directional block that opens the purple doorway. Past that gate you cross suspended wooden platforms to the final wire post.
Level 3 walkthrough: pink placers and carried tiles
Level 3 replaces rotation with construction. The hint reads Pink placers can be picked up and moved, and the boards now have empty black slots you fill yourself. It is the shortest level, but it has one trap that stops a lot of players.
Placers are a shared pool across the level, not per-puzzle. If a board looks unsolvable with the tiles in front of you, the missing piece is sitting in a circuit you already completed.
Badges: confirming each level is complete
Completion is confirmed by a Roblox badge notification that appears the moment you finish the zipline ride, not when you solve the last puzzle. If you cleared the final circuit but saw no notification, you did not take the Travel prompt at the end. The Levels menu also updates to show each finished level.
| Badge | Requirement | Rarity |
|---|---|---|
| Beat Level 1! | Complete Level 1 | 100.0% (Freebie) |
| Beat Level 2! | Complete Level 2 | 100.0% (Freebie) |
| Beat Level 3! | Complete Level 3 | 100.0% (Freebie) |
All three level badges are classed as freebies, so there is no hidden difficulty requirement or time limit attached to any of them.
Secret badge in Level 1: the Flower and Jasmine collection
There is a hidden award tied entirely to Level 1, and it has nothing to do with the circuits. It requires two carried items and five collectible orbs, all found by exploring the ledges around the islands you already pass through.
- Flower — a pink item on the stone ledge near the starting island, stored in inventory slot 1.
- Jasmine — a purple object found on the upper plateau with the water pool, stored in inventory slot 2.
- Five green orbs — spread across the level, with a counter on screen tracking progress to 5/5.
The orbs sit slightly off the main route: one along the lower cliff ledge near the start, one at the canyon cliff edge after the second lift, one along the reservoir pool edge, one tucked in an alcove beneath the stair structure, and the last on the outer stone ledges. Work each one in as you climb rather than backtracking at the end.
Once you have both items and all five orbs, carry them across the floating wooden bridges to the final platform and place them on the pedestal. The badge notification fires on placement. Losing a carried item to the void means retracing the lift chain to pick it up again, so avoid dropping either object to test what it does.
Elsewhere in the level you can find the NPC Jeanne, who runs a shop for electricity trail colours. Those are purely cosmetic and have no effect on any puzzle or badge.
The game sits at version v1.11 and has been updated as recently as September 13th, 2026, so puzzle layouts and available levels can shift between builds. If a board on your screen does not match what you expect, check the version number in the corner of the main menu before assuming you have the wrong solution.






