Fairies · LEVEL 1 · Verified walkthrough
Guide the yellow fairy to open the first passage and lower the left lift, free the pink fairy with the green plate, then use the white fairy to reach both upper exits.
Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 2 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Fairy Tales · 1 of 31 |
|---|---|
| Collectibles | 1 fire diamonds, 1 water diamonds. 0 marked diamonds required; 2 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 1 lever, 1 plate, 6 moving platforms, 3 fairies, 4 fairy lamps |
| Win condition | Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 2 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper right. Watergirl: upper left. |
Drag the yellow fairy RIGHT beneath the lowest shelf, then UP around its left edge and RIGHT into the yellow lamp on top. The vertical yellow barrier moves down. Move BOTH heroes LEFT through the opened bottom passage before moving the yellow fairy again.
Take the yellow fairy LEFT out of its lamp. Guide it beneath the long lower shelf, around the LEFT end of that shelf, and UP to the turquoise lever. Touch the lever with the fairy to lower the far-left lift, then release the fairy there.
Both heroes walk left and jump onto the lowered turquoise lift. From the lift, jump RIGHT onto the sloping stone shelf. Jump RIGHT again over its raised step to the long walkway. Keep both heroes moving through this route before changing the lever.
On the long walkway, stand just RIGHT of the pointed end of the shelf above. Jump straight UP, then steer LEFT near the top of the jump to land on its sloping end. Walk LEFT to the green plate. Keep one hero on the plate while moving the pink fairy out of its left-hand enclosure.
Drag the pink fairy RIGHT through the open green passage and beneath the upper shelf into the pink lamp near the right wall. This raises the right lift. Move the pink fairy LEFT out of the lamp again to lower that lift for boarding.
Both heroes leave the plate and head RIGHT off the pointed middle shelf, landing on the long walkway below. Jump onto the lowered lift at the far right. Move the pink fairy back into its lamp to raise both riders. From the top, jump LEFT onto the upper walkway.
Drag the white fairy around the upper chamber into the orange lamp under the right exit. This lowers the platform beneath the orange diamond. Stand just RIGHT of that platform, jump UP, then steer LEFT onto it. Move the white fairy away from the lamp to raise Fireboy and collect his diamond. Jump RIGHT onto the exit ledge and enter the orange door.
Move the white fairy LEFT through the upper chamber into the blue lamp under the left exit. Stand just RIGHT of the lowered platform beneath the blue diamond. Jump UP, then steer LEFT onto it. Move the white fairy away to raise Watergirl and collect her diamond. Jump LEFT onto the exit ledge and enter the blue door. Both heroes at their doors complete the room.
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.
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. A free fairy can also activate it by touching it.
Controls Moving platform 1.
middle center
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 5.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
upper center
At least one of these inputs must be active: Fairy lamp 3.
When powered, it moves down; when power is released, it returns.
upper center
At least one of these inputs must be active: Fairy lamp 2.
When powered, it moves down; when power is released, it returns.
lower right
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
lower center
At least one of these inputs must be active: Fairy lamp 4.
When powered, it moves down; when power is released, it returns.
lower 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.
middle 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.
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.
middle 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.
upper 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.
upper right
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.
lower right
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. Moving the fairy away releases that signal.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
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.
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.
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.
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.
Guide the yellow fairy to open the first passage and lower the left lift, free the pink fairy with the green plate, then use the white fairy to reach both upper exits. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 2 unmarked diamonds are optional; collect every diamond for a perfect clear.
2 diamonds: 1 for Fireboy and 1 for Watergirl. None are required to finish. 2 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (lower 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 2 (middle center): Controls 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.