Fairies · LEVEL 14 · Verified walkthrough
Free Orange from the lower tower and Blue from the upper tower. Trade the Yellow fan plate and Green lift lever between the heroes and fairies, collect all eight diamonds, then light both bottom lamps to enter the matching doors.
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Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower 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 · 14 of 31 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 5 plates, 1 lever, 7 moving platforms, 2 fairies, 2 fairy lamps, 2 fans, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower 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: lower center. Watergirl: lower center. |
Watergirl walks right to the Yellow plate and stays there. Fireboy approaches the right slope of the roof over the exits, jumps upward briefly before steering left onto it, and crosses the roof to its left edge. Drop to the bottom floor.
Fireboy walks left into the powered fan. As it raises him beside the lower tower, steer right onto the tower roof, collecting the red diamond on the way. Stand on Pink until the tower’s bottom panel slides right. Drag Orange down through that opening, around the bottom roof and onto Yellow beside Watergirl.
Fireboy leaves the tower roof from its right edge and jumps right onto the bottom central roof. Cross that roof, then jump right onto the safe stone bank immediately left of the poison pool.
Drag Orange up around the right side of the stone shelves to touch the Green lever on the lower-right walkway. Green lowers over the poison. Fireboy jumps right onto Green. Move Orange away from the lever, then touch it again to raise the rider. Fireboy jumps left onto the walkway and crosses the lever himself.
Fireboy walks left across the sloping walkway, collecting its red diamond, and stops on Purple. Bring Orange to Purple to hold it. Fireboy can continue left through the lowered Purple panel and collect the red diamond above the left floor.
Stand just left of the shelf above, jump upward briefly, then steer right onto the shelf. Walk up its slopes. Return to its left side and jump left onto the next shelf. From that shelf’s right edge, jump upward briefly before steering right onto the high ledge. Collect the red diamond there, then drop from the high ledge’s left end and return along the middle-left shelf.
Drag Orange up through the open passages to the Cyan plate on the high-left ledge. Wait for the cyan ferry to travel all the way left. Fireboy jumps right from the end of the middle shelf onto the ferry, then jumps right onto the pointed top of the narrow upper wall.
Move Orange off Cyan. Fireboy drops back onto the ferry as it starts right, and the narrow upper wall stops their movement. Jump right over that wall. The freed ferry continues underneath while Fireboy drops onto the sloping upper-right walkway. Continue right to White.
Keep Fireboy on White until the upper tower’s right panel lowers. Drag Blue right out of the tower, down around the right ends of the shelves, and onto the bottom Yellow plate. Blue now keeps both fans running, so Watergirl can leave Yellow.
Watergirl follows Fireboy’s original jump onto the bottom central roof. Cross left, drop to the bottom floor and collect the blue diamond. Enter the left fan, steer onto the lower tower roof, then jump right to the bottom central roof and cross back to the safe right bank.
Green is lowered after Fireboy’s lever crossing. Watergirl jumps onto it. Touch Green once with Orange to raise the lift; Watergirl jumps left onto the walkway and walks left to Purple, collecting the middle blue diamond. Move Orange onto Purple so she can continue through the left passage.
Watergirl walks left, then uses the delayed rightward jump from beside the shelf to climb onto it. Walk up its slopes to the blue diamond near the right end.
Move Orange to the high Cyan plate and wait for the ferry to reach the left. Watergirl stands a little back from the shelf edge, jumps upward briefly, then steers right onto Cyan. Jump right onto the narrow wall. Move Orange away from Cyan. When the ferry carries Watergirl against the narrow upper wall, jump right over it and drop onto the upper-right walkway.
Watergirl walks right into the powered upper fan. Let it raise her above the upper tower, then steer left onto its roof to collect the last blue diamond. Fireboy follows through the fan and lands on that roof too.
For each hero, walk left off the upper tower onto the cyan ferry. Jump left onto the narrow wall, then move left off it and drop to the middle walkway. Jump right over the short raised corner and continue to Green. Jump onto Green and use Orange to turn its lever on if needed. Move Orange clear and wait for Green to lower fully. Jump left to the safe bank beside the poison.
Drag Orange into the orange lamp above the red exit and Blue into the blue lamp above the blue exit. Both vertical bottom gates lower. Fireboy crosses the bottom central roof again and drops from its left end; Watergirl waits on the bottom floor to its right.
Fireboy walks right through the opened orange gate into the red door. Watergirl walks left through the opened blue gate into the blue door. Either hero may enter first; keep both fairies in their lamps until both doors are occupied.
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 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 1.
lower 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 Fan 1 and Fan 2.
middle 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 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 7.
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 6.
middle 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.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
lower center
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves down; when power is released, it returns.
lower 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 right
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 6.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 4.
When powered, it moves left; when power is released, it returns.
lower 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.
upper right
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 2. 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 3. Moving the fairy away releases that signal.
lower left
At least one of these inputs must be active: Switch 2.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
upper right
At least one of these inputs must be active: Switch 2.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
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.
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 Orange from the lower tower and Blue from the upper tower. Trade the Yellow fan plate and Green lift lever between the heroes and fairies, collect all eight diamonds, then light both bottom lamps to enter the matching doors. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower 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.
1 purple goo pool (lower right). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle left): 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 2 (lower right): Controls Fan 1 and Fan 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 3 (middle 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 4 (upper center): Controls Moving platform 7. 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 5 (middle center): Controls Moving platform 6. 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 6 (middle 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.