Fairies · LEVEL 12 · Verified walkthrough
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.

| Campaign | Fairy Tales · 12 of 31 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 2 plates, 1 lever, 5 moving platforms, 1 fairy, 1 fairy lamp, 3 stone boxes |
| Win condition | 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. |
| Exits | Fireboy: upper left. Watergirl: upper center. |
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.
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.
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.
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.
Watergirl walks left along the bottom floor. Jump onto the small central step to collect the blue diamond beneath the vault.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
upper center
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
upper left
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
middle right
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
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.
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.
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.
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.
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.
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.
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.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
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.