Fairies · LEVEL 16 · Verified walkthrough
Tilt the seesaw with the white fairy, collect the left-hand diamonds and use Green to guide the fairy onto the roof. Take turns holding Orange so both heroes can climb the right side, then ride White to the exits.
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Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. 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 · 16 of 31 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 6 moving platforms, 1 fairy, 4 fairy lamps, 1 hanging plank, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. 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 center. Watergirl: upper right. |
Move Watergirl beside Fireboy on the right. Fly the white fairy around the right end of the seesaw, above its high arm, and press down until that arm reaches the floor. Move the fairy clear of the beam.
Both heroes jump onto the right arm. Watergirl stays near its end while Fireboy walks left and jumps for the red diamond above the opposite tip. He then jumps left onto the stepped stone ledge.
Watergirl crosses the beam in successive jumps and climbs the same left-hand ledge. Jump again at the sloping corner if necessary, then walk onto the flat shelf.
Watergirl drops left onto the lower shelf. Guide the fairy through the open space above the ledge into Pink to raise its barrier. Watergirl walks down the lower slope, drops fully into her pool and walks left for the blue diamond.
Watergirl returns to the right side of the slope. Jump upwards before steering left onto its pointed end, then repeat to reach the lower shelf. Fireboy makes a delayed left jump from the middle ledge onto the upper shelf for its red diamond.
Move the fairy away from Pink. Watergirl jumps onto the lowered barrier and the middle ledge, then jumps upwards before steering left onto Fireboy’s upper shelf.
Both heroes jump right onto the cyan platform. Guide the fairy around the underside of that platform into the cyan cup on the left wall. Ride upwards, then send Watergirl left for the top blue diamond and green plate.
Keep Watergirl on Green. Fireboy walks right through the open green passage and drops into his lava for the red diamond. He jumps back left, returns across the cyan platform and joins Watergirl on the green plate.
Fireboy stays on Green. Watergirl descends through the gap to the middle-left ledge and drops onto the seesaw’s left arm. Wait until her weight lowers it and raises the right arm.
Guide the fairy down through the yellow cup, then underneath the central stone floor. Bring it around the floor’s right edge and onto the orange plate to lower the right-hand platform.
Watergirl crosses the seesaw in jumps, collects the blue diamond above its right arm and jumps onto the lowered orange platform. Move the fairy off Orange so the platform raises her.
Keep Fireboy on Green. Fly the fairy back beneath the central floor, around its left edge, up through the green passage and over the tall wall. Place it in the white cup above the exits to lower the white platform.
Watergirl jumps left from the raised orange platform to the central shelf, collects its blue diamond and stands on the orange plate. Fireboy leaves Green, returns via Cyan and the left shelves, and descends to the seesaw.
Let Fireboy lower the seesaw’s left arm with his weight. Cross in jumps and board the orange platform while Watergirl holds the plate. Watergirl steps off Orange to raise him, then Fireboy jumps for the last red diamond above the crate.
Watergirl jumps back onto the raised orange platform. Both heroes jump left onto the lowered white platform in the central opening.
Move the fairy down and well away from the white cup, staying above the platform. The platform carries both heroes to the roof.
Fireboy walks left to his red door and Watergirl walks right to her blue door. Either hero can enter first once all eight diamonds are collected.
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 3.
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 4.
middle center
At least one of these inputs must be active: Fairy lamp 2.
When powered, it moves up; when power is released, it returns.
upper right
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Fairy lamp 3.
When powered, it moves up; when power is released, it returns.
lower left
At least one of these inputs must be active: Fairy lamp 4.
When powered, it moves up; when power is released, it returns.
lower 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.
upper right
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.
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.
upper 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 5. Moving the fairy away releases that signal.
middle 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 6. Moving the fairy away releases that signal.
lower right
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
middle right
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.
Tilt the seesaw with the white fairy, collect the left-hand diamonds and use Green to guide the fairy onto the roof. Take turns holding Orange so both heroes can climb the right side, then ride White to the exits. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. 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 orange lava pool (middle center) and 1 blue water pool (lower left). 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 (middle center): 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 2 (upper 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.