Fairies · LEVEL 15 · Verified walkthrough
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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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.

| Campaign | Fairy Tales · 15 of 31 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 6 plates, 1 lever, 7 moving platforms, 1 fairy, 5 rolling stones |
| Win condition | 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. |
| Exits | Fireboy: lower left. Watergirl: lower left. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Return the fairy through the lower chamber to the purple plate near the bottom-left step. Wait for the purple barrier to rise fully.
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.
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.
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.
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.
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.
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.
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.
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.
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.
lower center
At least one of these inputs must be active: Switch 1.
When powered, it moves left; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 2.
When powered, it moves left; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 5.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 6.
When powered, it moves up; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 7.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 (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.