Fairies · LEVEL 15 · Verified walkthrough

The Weight Room

Collect the six upper diamonds, roll the three upper weights onto their coloured plates and free the white fairy. Use the cyan lift to descend, collect the two lower diamonds and hold Purple for both exits.

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Level objective

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

The Weight Room, fairy level 15: 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 · 15 of 31
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
HazardsNo elemental pools in this room.
Mechanisms6 plates, 1 lever, 7 moving platforms, 1 fairy, 5 rolling stones
Win conditionBring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower left. Watergirl: lower left.

Step-by-step walkthrough

  1. Collect the middle diamonds

    Both heroes jump from the starting shelf to the middle ledge. Fireboy walks right for the red diamond. Watergirl jumps back left to collect the blue diamond above the left shelf.

  2. Reach the roof

    Use the middle ledge and the shelf carrying the middle weight to climb onto the high central roof. Watergirl collects the blue diamond above its left side. Fireboy crosses right for the red diamond.

  3. Visit the right bowl

    Fireboy drops around the right end of the bowl and jumps for the red diamond inside it. Watergirl collects the blue diamond above the small shelf on the bowl’s right side.

  4. Release the orange weight

    Fireboy jumps up before steering left from the bowl, lands on the right shelf and climbs left onto the inner weight’s shelf. Push that weight left. It rolls through the narrow channels and settles on Orange.

  5. Release the green weight

    Return across the roof to the middle weight. Jump around its left side and push it right. Let it roll through the central channel onto Green. The winding channels are for the weights; the heroes return over the roof.

  6. Hold White

    Fireboy returns to the right bowl and stands on the white plate. This opens the gate underneath the bowl. Leave him there while Watergirl releases the next weight.

  7. Free the fairy

    Watergirl climbs back onto the small roof above the right bowl and pushes its weight right. It rolls around the bowl, through the open white gate and into the yellow plate’s recess. Wait for the yellow barrier to open.

  8. Bring the fairy left

    Guide the fairy out of its enclosure and through the diagonal channel above it. Follow the open side of each stone bank, pass above the middle shelf and fly down the left side to the cyan plate.

  9. Return to the starting side

    Keep the fairy on Cyan. Both heroes return over the upper roof and descend the left-hand shelves. Use the narrow gap beside the middle ledge to drop to the lowered cyan platform.

  10. Collect the bottom diamonds

    Walk off the lowered cyan platform to the right and land on the bottom floor. Fireboy continues to the red diamond in the middle; Watergirl continues right to the blue diamond above the sloping floor.

  11. Send the left weight to Cyan

    Guide the fairy back up the left side and around the upper-left weight. Approach its left side through the open space above it and press it right. It rolls off the upper shelves, follows the banks and holds Cyan without the fairy.

  12. Check the pink lift

    Bring the fairy back down, pass underneath the lowered cyan platform and follow the lower chamber to the right. Touch the pink lever hanging from the ceiling. The pink platform lifts its weight out of the bottom-right recess.

  13. Hold Purple

    Return the fairy through the lower chamber to the purple plate near the bottom-left step. Wait for the purple barrier to rise fully.

  14. Return to the exit floor

    Both heroes walk left and jump from the low purple-plate recess onto the ledge beside the exits. Keep the fairy on Purple until both heroes pass the raised barrier.

  15. Enter the matching doors

    Fireboy enters the red door and Watergirl enters the blue door on the bottom-left floor. Either hero may arrive 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.

How this room’s mechanisms work

  • Switch 1

    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 1.

  • Switch 2

    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 3

    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.

  • Switch 4

    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 4.

  • Switch 5

    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 3.

  • Switch 6

    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 6.

  • Switch 7

    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 7.

  • Moving platform 1

    lower center

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

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

  • Moving platform 2

    middle right

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

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

  • Moving platform 3

    middle right

    At least one of these inputs must be active: Switch 5.

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

  • Moving platform 4

    middle left

    At least one of these inputs must be active: Switch 4.

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

  • Moving platform 5

    middle center

    At least one of these inputs must be active: Switch 3.

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

  • Moving platform 6

    lower left

    At least one of these inputs must be active: Switch 6.

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

  • Moving platform 7

    lower right

    At least one of these inputs must be active: Switch 7.

    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.

  • Rolling stone 1

    upper center

    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.

  • Rolling stone 2

    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.

  • Rolling stone 3

    upper center

    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.

  • Rolling stone 4

    upper left

    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.

  • Rolling stone 5

    lower 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.

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.

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 Weight Room?

Collect the six upper diamonds, roll the three upper weights onto their coloured plates and free the white fairy. Use the cyan lift to descend, collect the two lower diamonds and hold Purple for both exits. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. 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 Weight Room?

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 Weight Room?

This room has no elemental pools.

What do the switches do in The Weight Room?

Switch 1 (lower 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 2 (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 3 (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 4 (middle left): 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 5 (middle right): 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 6 (lower 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 7 (middle right): Controls Moving platform 7. 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.