Fairies · LEVEL 10 · Verified walkthrough

The Split Fairy Path

Send Fireboy up the left side and Watergirl up the right. Guide the white fairy around the stone islands to power the fan, lifts and gates, then open both blue barriers and cross the small central island to the matching exits. This room has no diamonds.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together.

The Split Fairy Path, fairy level 10: 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 · 10 of 31
Collectibles0 fire diamonds, 0 water diamonds. 0 marked diamonds required; 0 optional.
Hazards2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms5 moving platforms, 1 fairy, 5 fairy lamps, 1 fan
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Bring the fairy to the left fan

    Drag the white fairy down the narrow central shaft and left beneath the two large islands. Go around the left end of the lava shelf, then around the right edge of the upper-left shelf to reach the cyan lamp above the fan. Fairies can cross pools but cannot pass through stone.

  2. Put Fireboy on the purple lift

    Walk Fireboy left through his lava pool and ride the fan. Steer right onto the small pointed stone beside it, then jump right and land on the long shelf below. Walk through the lava and jump onto the purple lift near the shelf’s right end.

  3. Raise Fireboy and climb left

    Guide the fairy back around the left shelves, under both large islands and around the right island into the purple lamp beside the central wall. Keep it there while the lift rises. Jump Fireboy left onto the middle shelf, follow it left and jump onto the shelf above the fan. From its far-left end, jump straight up briefly before steering right onto the top island. Walk right and wait before the blue barrier.

  4. Ride the white lift with Watergirl

    Guide the fairy down around the pointed right shelf to the white lamp beside the purple goo. It lowers the white lift. Walk Watergirl right through her water pool to the safe ground, then jump onto the lowered lift above the goo.

  5. Open the yellow passage

    Once Watergirl is aboard, move the fairy left beneath both islands, around the left end and up to the yellow lamp beside the central wall. The white lift rises as its lamp switches off, and the yellow gate lowers. Leave the fairy in the yellow lamp.

  6. Climb the right-hand shelves

    Jump Watergirl left from the raised lift onto the small pointed stone. Jump left again, landing in the safe water shelf below. Move to that shelf’s left end, jump up and right onto the sloping middle shelf, then jump over the short column through the open yellow passage.

  7. Reach the upper-right island

    Walk toward the right end of the middle shelf. Jump straight up before steering right onto the long upper shelf. Walk to its far-right end and jump up, then steer left onto the top island. Walk left and wait before the blue barrier.

  8. Open both exits and cross over

    Bring the fairy back around the lower islands, up the narrow central shaft and around the right side of the small top island into its blue lamp. Both blue barriers retract. Each hero can now jump onto the small central island and cross to the opposite matching door: Watergirl goes left, Fireboy goes right.

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

  • Moving platform 1

    upper center

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

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

  • Moving platform 2

    middle right

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

    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: Fairy lamp 3.

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

  • Moving platform 4

    middle center

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

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

  • Moving platform 5

    upper center

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

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

  • Fairy 1

    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 lamp 1

    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 2. Moving the fairy away releases that signal.

  • Fairy lamp 2

    upper 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 1 and Moving platform 5. Moving the fairy away releases that signal.

  • Fairy lamp 3

    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 3. Moving the fairy away releases that signal.

  • Fairy lamp 4

    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 5

    middle 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 Fan 1. Moving the fairy away releases that signal.

  • Fan 1

    middle left

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

    The air current pushes up. 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.

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 The Split Fairy Path?

Send Fireboy up the left side and Watergirl up the right. Guide the white fairy around the stone islands to power the fan, lifts and gates, then open both blue barriers and cross the small central island to the matching exits. This room has no diamonds. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together.

How many diamonds are required in The Split Fairy Path?

0 diamonds: . None are required to finish.

Which hazards are in The Split Fairy Path?

2 orange lava pools (lower center), 2 blue water pools (lower center), and 1 purple goo pool (lower right). 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.

Does The Split Fairy Path need a partner to hold a switch?

There are no levers or pressure plates in this room. Each hero can follow their own route, but both matching exits are still needed to finish.