Fairies · LEVEL 13 · Verified walkthrough
Use the left counterweight to lift Watergirl, climb the middle shelves and gather all ten diamonds. Bring the rolling weight onto the right pulley, lift it with both heroes and guide it through the upper channel to open the exits.
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Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. 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 · 13 of 31 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 6 lava pools, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 11 moving platforms, 1 fairy, 3 fairy lamps, 1 stone box, 1 rolling stone |
| Win condition | Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: middle right. Watergirl: middle right. |
Watergirl jumps onto the lower right deck. Fireboy climbs the left ledges, collecting the red diamonds above them, then stands on the white plate at the top.
The white plate withdraws the panel beneath the fairy. Guide it down through the opening, around the stone steps and onto Cyan near the bottom-left pool.
Watergirl jumps from the pulley onto the ledge to its right for the blue diamond, then returns to the deck. Keep Fireboy on the white plate during this visit.
Fireboy steps off White. The upper panel releases the crate onto the opposite pulley deck, raising Watergirl. She jumps right onto the roof and collects its blue diamond.
Guide the fairy up the left side, over the central roof and down around the right edge of the middle shelves. Hold the cyan plate at the bottom of the middle chamber.
Fireboy descends to the bottom, passes the raised cyan barrier and climbs the alternating middle ledges. Collect the red diamond in the lava on the middle shelf. Jump upwards before steering beneath each overhang.
Bring the fairy up the right side of the shelves and into the green cup. Fireboy boards the lowered green lift. Move the fairy out of the cup so the lift raises him to the red diamond.
Watergirl boards the green lift from the roof. Return the fairy to Green to lower it, then move both heroes right onto the orange platform. Watergirl collects the blue diamond on this side.
Watergirl drops into the middle-right chamber for its lower blue diamond. Lower the orange lift with the fairy and guide Fireboy down to the red diamond on the lower shelf.
Bring the fairy down to the cyan plate beneath the orange platform. Watergirl crosses the raised cyan barrier and collects the final blue diamond on the bottom-right floor.
Guide the fairy around the lower shelves to the left side of the rolling weight. Press it right, off its shelf and through the open shaft, until it rests on the far-right pulley deck.
Use the lower shelves to climb back towards the orange lift. Lower it with the fairy, board with both heroes and move the fairy away to lift them to the upper ledge.
Both heroes jump right onto the left deck of the large pulley and stay there. Their combined weight lowers that deck and raises the ball on the far-right deck.
Fly the fairy up beside the shelves and through the open space above the upper channel. Descend on the ball’s right side without knocking it off the wrong edge.
Press the ball left into the narrow upper channel. It rolls around the bend and settles in the white plate’s recess. Wait for the white barrier between the exit shelves to lower.
Each hero leaves the counterweight deck, jumps left onto the lower shelf and climbs right over the two sloping ledges. Jump upwards before steering right onto the red exit’s floor.
From the right side of the red-door floor, Watergirl jumps left onto the higher sloping ledge. Keep moving left after landing on the slope until she reaches the blue door.
Fireboy enters the red door and Watergirl enters the blue door. The weight keeps the white barrier open, so either hero can finish 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.
lower 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.
upper left
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 8.
lower 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 9.
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 11.
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.
upper left
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
lower left
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
upper left
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves right; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
upper right
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
lower right
The relative weight on its connected platforms drives this platform.
Loading one side of the pulley pair lowers that side and raises the other.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves left; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Fairy lamp 3.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 4.
When powered, it moves down; 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 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 4. Moving the fairy away releases that signal.
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 1. Moving the fairy away releases that signal.
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 10. Moving the fairy away releases that signal.
upper left
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.
middle 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.
Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.
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.
Use the left counterweight to lift Watergirl, climb the middle shelves and gather all ten diamonds. Bring the rolling weight onto the right pulley, lift it with both heroes and guide it through the upper channel to open the exits. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. 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.
6 orange lava pools (middle center, middle left, lower center, and lower left) and 2 blue water pools (upper left and lower center). 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 (lower 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. Switch 2 (upper left): Controls Moving platform 8. 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 (lower center): Controls Moving platform 9. 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 (upper right): Controls Moving platform 11. 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.