Fairies · LEVEL 12 · Verified walkthrough

The Mirror and Fairy Vault

Release the yellow fairy, then arrange the three movable mirrors to power the room’s lifts. Keep a partner on the purple plate for the left-hand beam, collect all eight diamonds and use the two exit lifts in turn.

Level objective

Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Mirror and Fairy Vault, fairy level 12: 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 · 12 of 31
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
HazardsNo elemental pools in this room.
Mechanisms2 plates, 1 lever, 5 moving platforms, 1 fairy, 1 fairy lamp, 3 stone boxes
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper center.

Step-by-step walkthrough

  1. Collect the bottom red diamond

    Fireboy walks left along the floor and collects the red diamond between the two raised stone plinths. Jump over the small floor step and onto the left mirror crate, then continue left.

  2. Climb the left staircase

    From the floor beyond the long sloping shelf, jump vertically before steering left onto its lower tip. Walk up the slope, jump right onto the small stone ledge, then jump left to the next shelf. Walk towards the left wall and jump right onto the high shelf.

  3. Open the fairy vault

    Walk past the orange lever, turning it on. Jump onto the fixed reflector to the right, then jump onto the roof of the glass-sided fairy vault. Stand on the blue plate until the bottom hatch has lowered fully.

  4. Release the yellow fairy

    Guide Yellow down inside the vault. Move left just above the lowered hatch, then down around its left edge. Continue left beneath the sloping shelf and place Yellow in the lamp near the lower-left wall.

  5. Collect the lower blue diamond

    Watergirl walks left along the bottom floor. Jump onto the small central step to collect the blue diamond beneath the vault.

  6. Aim the first upward beam

    From the right of the bottom mirror, Watergirl pushes it left until its upward reflection reaches the fixed reflector below the orange lever. With the lever on, the light turns left into the upper-left receiver and lowers the middle exit lift.

  7. Reach the two raised mirrors

    Fireboy leaves the blue plate, jumps onto the middle fixed reflector and climbs the stone ledge above. Move right, drop onto the long shelf below and jump over its vertical panel. Drop off the shelf’s left edge to reach the left raised mirror.

  8. Move the left raised mirror down

    Jump across that mirror to its right-hand stone lip. Move towards the mirror, then make a short leftward jump over the lip while pushing. Continue left until the mirror slides off the plinth and settles on the floor beneath the middle reflector.

  9. Move the right raised mirror down

    Fireboy returns to the narrow floor gap between the plinths. Jump vertically, then steer right onto the left lip of the other plinth. Push the right mirror off its outer edge.

  10. Aim the beam at the right lift

    Watergirl jumps past the central mirror, drops onto the floor beside the plinth and walks underneath both plinths. Push the right mirror towards the far-right receiver. Fireboy jumps past the mirrors and returns up the left staircase, collecting the red diamond beside the low left shelf.

  11. Turn the orange reflector back

    Fireboy climbs the left shelves and walks past the orange lever again, turning it off. Watergirl adjusts the bottom mirror so its upward beam reaches the orange reflector, continues right through the middle reflector, then travels down to the floor mirrors. The final upward beam should reach the right-hand receiver.

  12. Collect the upper-right red diamond

    Fireboy returns across the vault roof and the middle fixed reflector. Jump onto the upper middle shelf, then across to the right stone ledge to collect the red diamond.

  13. Ride to the purple plate

    Move Yellow well clear of its lamp so the right lift lowers. Fireboy jumps onto that lift. Return Yellow to the lamp and wait for the lift to rise. Jump left onto the high shelf and stand on the purple plate, lowering the vertical panel below.

  14. Collect the remaining central blue diamonds

    Watergirl climbs the left staircase and jumps high over the orange lever without touching it. Use the fixed reflector to reach the vault roof and collect its blue diamond. Continue over the middle reflector and upper shelf, then drop onto the long shelf to collect the blue diamond on its right side.

  15. Bring Watergirl to the right lift

    Jump onto the right fixed reflector. Jump vertically first, then steer left onto the stone ledge above it. Move Yellow away from its lamp and jump Watergirl onto the lowered right lift.

  16. Check the long mirror chain

    Fireboy leaves the purple shelf and returns to the floor. If the beam misses the right receiver, adjust the right mirror from its outer side, then adjust the middle floor mirror. Jump clear of the horizontal light path so it can reach the receiver and raise Watergirl.

  17. Collect the highest blue diamond

    Watergirl jumps straight up from the raised right lift to collect the blue diamond. Jump left onto the high shelf and hold the purple plate. Keep her there while Fireboy prepares the exit lifts.

  18. Redirect the final upward beam

    Fireboy pushes the rightmost floor mirror back left, beneath the fixed reflector on the right. Its upward reflection must turn left across the room. Adjust the bottom mirror if necessary so the entire chain remains aligned.

  19. Collect the highest red diamond

    Fireboy climbs the left staircase and turns the orange lever on. Jump onto the fixed reflector and across to the lowered middle exit lift. Move Yellow away from the lamp to raise that lift and collect the red diamond above it. All eight diamonds should now be collected.

  20. Prepare the left exit lift

    Fireboy jumps back to the left fixed reflector, then to the orange lever, turning it off. Return Yellow to the lamp. Adjust the floor mirrors if necessary until the beam travels up through the right reflector and left into the lower-left receiver. Watergirl must still hold the purple plate so its panel does not block this beam.

  21. Ride Fireboy to the exit height

    Fireboy returns up the left staircase, stopping before the orange lever. Jump left onto the lowered left exit lift. Move Yellow away from the lamp to raise it, and leave Fireboy waiting safely on the lift.

  22. Bring Watergirl to the orange lever

    Watergirl can now leave the purple plate. Return via the right fixed reflector and upper stone ledges to the vault roof. Cross the left fixed reflector and land beside the orange lever, turning it on.

  23. Ride Watergirl to her door

    Watergirl jumps back onto the left fixed reflector. Return Yellow to its lamp to lower the middle lift, then jump onto it. Move Yellow away again to raise the lift. Jump right onto the blue door’s stone ledge.

  24. Finish together

    Fireboy jumps from the raised left lift onto the red door’s ledge. Watergirl walks to her blue door. Either hero can enter first; both must reach their matching door to 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

    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 2.

  • Switch 2

    upper right

    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 4.

  • Switch 3

    upper 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.

    This switch has no connected device in the current room.

  • Moving platform 1

    upper center

    No switch is connected to this mechanism.

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

  • Moving platform 2

    lower center

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

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

  • Moving platform 3

    upper left

    No switch is connected to this mechanism.

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

  • Moving platform 4

    middle center

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

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

  • Moving platform 5

    middle right

    No switch is connected to this mechanism.

    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 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 its connected circuit. Moving the fairy away releases that signal.

  • Stone box 1

    lower center

    Walk against its side to push it along its supporting surface.

    A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.

  • Stone box 2

    lower center

    Walk against its side to push it along its supporting surface.

    A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.

  • Stone box 3

    lower center

    Walk against its side to push it along its supporting surface.

    A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.

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 The Mirror and Fairy Vault?

Release the yellow fairy, then arrange the three movable mirrors to power the room’s lifts. Keep a partner on the purple plate for the left-hand beam, collect all eight diamonds and use the two exit lifts in turn. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Mirror and Fairy Vault?

8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Mirror and Fairy Vault?

This room has no elemental pools.

What do the switches do in The Mirror and Fairy Vault?

Switch 1 (middle 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 2 (upper right): Controls Moving platform 4. 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 left): This switch has no connected device in the current room. 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.