Fairies · LEVEL 1 · Verified walkthrough

Meet the Fairies

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.

Level objective

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.

Meet the Fairies, fairy level 1: 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 · 1 of 31
Collectibles1 fire diamonds, 1 water diamonds. 0 marked diamonds required; 2 optional.
HazardsNo elemental pools in this room.
Mechanisms1 lever, 1 plate, 6 moving platforms, 3 fairies, 4 fairy lamps
Win conditionBring 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.
ExitsFireboy: upper right. Watergirl: upper left.

Step-by-step walkthrough

  1. Light the yellow lamp

    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.

  2. Guide the yellow fairy to the lever

    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.

  3. Climb the lower shelves together

    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.

  4. Reach the green pressure plate

    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.

  5. Operate the pink lift

    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.

  6. Ride the pink lift

    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.

  7. Take Fireboy to his exit

    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.

  8. Take Watergirl to her exit

    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.

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

    Controls Moving platform 1.

  • Switch 2

    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.

  • Moving platform 1

    lower left

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

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

  • Moving platform 2

    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.

  • Moving platform 3

    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.

  • Moving platform 4

    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.

  • Moving platform 5

    middle left

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

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

  • Moving platform 6

    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.

  • Fairy 1

    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.

  • Fairy 2

    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.

  • Fairy 3

    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

    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.

  • Fairy lamp 2

    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.

  • Fairy lamp 3

    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.

  • Fairy lamp 4

    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.

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 Meet the Fairies?

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.

How many diamonds are required in Meet the Fairies?

2 diamonds: 1 for Fireboy and 1 for Watergirl. None are required to finish. 2 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in Meet the Fairies?

This room has no elemental pools.

What do the switches do in Meet the Fairies?

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.