Fairies · LEVEL 11 · Verified walkthrough
Free White with the blue lever, use the two cyan lifts to collect the high red diamond, then descend the outer shelves for the remaining diamonds. Bring White down through the left bridge before it closes and use the two green lamps to open the matching exit passages.
Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Fairy Tales · 11 of 31 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 2 lava pools, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 3 plates, 2 levers, 7 moving platforms, 1 fairy, 2 fairy lamps, 1 rolling stone |
| Win condition | Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower right. Watergirl: lower left. |
Fireboy walks off the starting ledge to the right and collects the red diamond on the long shelf below. Watergirl collects its blue diamond and stands on the orange plate in the shallow dip. Keep her there to move the left bridge aside.
Fireboy walks left through the open bridge gap. Move right along the next sloping shelf, then steer left while falling to collect the red diamond above the small left shelf.
Fireboy drops right onto the dry edge beside the blue pool. Jump right to the blue lever on the lower shelf and walk through it. Guide White out of the opened cage and into the passage below.
Return to the dry lip beside the blue pool and jump left to the small shelf. Jump right onto the cage roof. From the right of the shelf overhead, jump straight up before steering left onto it. Walk left up its slope.
White holds the orange plate while Watergirl leaves it and drops right onto the central cyan lift. Fireboy jumps vertically beside the open bridge, then steers right after clearing its edge. He follows the upper shelf right to the same cyan lift. Move White clear of Orange.
Guide White onto the cyan plate directly below this lift. Wait for the lift to rise, then Fireboy jumps right onto the small central stepping shelf.
Move White onto the right cyan plate to lower the upper lift. Fireboy jumps right onto that lift through the red diamond. Move White away and wait for the lift to return upwards.
Fireboy drops left to the central stepping shelf, then left into the dry basin. Watergirl leaves the lower cyan lift on its left side and collects the blue diamond there. Both jump back onto the lower lift.
White raises the central lift again. Both heroes jump left to the long upper shelf. White holds Orange while each hero walks through the left bridge gap, descends the sloping shelf and lands on the small left shelf.
Each hero jumps right onto the cage roof, crosses its top and jumps right into the opening beside the middle floor. Watergirl collects the blue diamond above that dry landing. Keep her there while Fireboy explores the right side.
Fireboy crosses the lava to the right end of the middle floor. Jump vertically beside the overhanging shelf before steering right onto it. Jump left to the next shelf and collect its red diamond, then jump right onto the yellow lever shelf. Walk through the lever to open the ball passage.
Fireboy drops left onto the shelf below the yellow lever, then right onto the next shelf. Drop left to the middle floor, walk off its right end into the matching red pool below, and walk left along the lower shelf to its red diamond.
Watergirl jumps vertically before steering left onto the cage roof. Walk left off the roof to the small shelf, then drop from its right tip into the blue pool. Cross that pool to its diamond, then walk right onto the lower shelf for the other blue diamond.
Fireboy walks left off his lower shelf and Watergirl walks right off hers. Both fall safely to the dry bottom floor. All ten diamonds should now be collected.
Move White up from Orange, then swiftly left across the clear space above the bridge. At the far-left wall, guide White down through the remaining gap before the bridge returns. Continue down around the open edges of the left shelves to the bottom floor.
Place White in the right green lamp. Fireboy walks through the raised right gate and waits just beyond it. Move White across the bottom floor into the left green lamp, then Watergirl crosses the raised left gate.
Fireboy continues right to the red door and Watergirl continues left to the blue door. Both must be grounded inside their own doorway. Either hero may enter 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.
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 3.
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 1.
upper 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 2.
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. A free fairy can also activate it by touching it.
Controls Moving platform 4.
upper 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. A free fairy can also activate it by touching it.
Controls Moving platform 5.
upper center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 4.
When powered, it moves right; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 5.
When powered, it moves up; when power is released, it returns.
lower left
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves up; when power is released, it returns.
lower right
At least one of these inputs must be active: Fairy lamp 2.
When powered, it moves up; when power is released, it returns.
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.
lower 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 6. Moving the fairy away releases that signal.
lower 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 7. Moving the fairy away releases that signal.
upper right
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
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.
Free White with the blue lever, use the two cyan lifts to collect the high red diamond, then descend the outer shelves for the remaining diamonds. Bring White down through the left bridge before it closes and use the two green lamps to open the matching exit passages. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (lower center and lower right) and 1 blue water pool (lower left). 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.
Switch 1 (middle center): Controls Moving platform 3. 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. Switch 2 (middle center): Controls Moving platform 1. 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. Switch 3 (upper center): Controls Moving platform 2. 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. 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. A free fairy can also activate it by touching it. Switch 5 (upper 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. A free fairy can also activate it by touching it.