Fairies · LEVEL 18 · Verified walkthrough
Relay the white fairy between four lamps, share the lower lift and use the right fan. Collect all ten diamonds, then use the upper plates and magenta lever to reach the matching exits.
Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper 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 · 18 of 31 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 1 lava pool, 1 water pool, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 1 lever, 6 moving platforms, 1 fairy, 4 fairy lamps, 1 fan |
| Win condition | Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper 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: upper right. Watergirl: upper right. |
Guide the white fairy right below the middle shelf, around the far-right end of the lower stone floor, and back left beneath it. Place the fairy in the orange lamp. Both heroes walk through the orange gate; Fireboy collects the first red diamond.
Move the fairy right above the narrow lower wall, then down the left side of the green platform into the green lamp. The lift lowers. Both heroes jump onto it from its left side. Move the fairy horizontally left out of the lamp and wait for the lift to rise. Watergirl collects the blue diamond above it.
Each hero jumps right over the thin stone wall beside the lift and lands in the bottom-right chamber. Fireboy collects its red diamond. Stop on the dry floor before the purple pool.
Guide the fairy up beside the lift, above the thin wall and right into the yellow lamp beneath the stone floor. This starts the far-right fan.
One hero at a time, jump from the dry left bank across the purple pool to the right bank. Walk right into the fan and let it carry you up. Watergirl collects the blue diamond in the wind. Steer left out of the fan and land on the middle-right floor; Fireboy collects its red diamond.
From the dry floor just right of the middle purple pool, make a running jump left across it. Continue left along the floor. Watergirl collects the blue diamond beside the sloping ledge. Both heroes wait in the far-left shaft.
Take the fairy below the yellow lamp, around the far-right end of the floor, and back into the middle chamber. Fly left above the long middle ledge into the blue lamp. The blue panel slides left out of the shaft. Each hero jumps straight up in the shaft, then steers right late in the jump to land on the ledge. Fireboy collects its red diamond.
Both heroes walk up the middle ledge to its high right tip, then jump left onto the dry right lip of the water shelf. Fireboy steps toward the inner edge while keeping his feet on dry stone, jumps left across the water, and jumps from the left lip onto the cyan platform. His crossing also collects the high red diamond.
Watergirl walks into the water shelf and jumps straight up near its right side before steering right onto the upper dry shelf. Stand on the cyan plate. It slides the cyan platform right with Fireboy aboard.
Fireboy jumps left from the cyan platform onto the high white plate. Keep him there. Move the fairy out of the blue lamp, up the clear left side, and across the ceiling passage. Fly through the opened white gate, then descend on the right and curl left below the blue exit ledge.
Guide the fairy down into the magenta lever on the right shelf. Its physical touch lowers the magenta gate. Leave Watergirl on the cyan plate until Fireboy jumps back onto the cyan platform and across to her upper shelf.
Fireboy crosses the lava on the upper shelf and drops right onto the middle-right landing. Watergirl jumps across that lava from its dry left side and lands on the same right-hand shelf. She continues right for the final blue diamond. All ten diamonds are now collected.
Fireboy walks through the lowered magenta gate and past its lever, which toggles the gate back. Jump onto the red exit ledge and stop at its left edge. Move the fairy clear of the lever and back into it to reopen the gate. Watergirl can then follow through and jump onto the same exit ledge.
Watergirl jumps straight up from the left edge of the red exit ledge, then steers left late in the jump onto the blue exit floor. Stop just right of her doorway. Fireboy waits outside his red doorway below.
Fireboy walks right into the red door and Watergirl walks left into the blue door. Either hero can enter first after the other is safely staged.
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.
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 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 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 5.
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 up; when power is released, it returns.
middle left
At least one of these inputs must be active: Fairy lamp 4.
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 down; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 1.
When powered, it moves down; 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.
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 1. Moving the fairy away releases that signal.
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 2. Moving the fairy away releases that signal.
lower 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 Fan 1. 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 3. Moving the fairy away releases that signal.
lower right
At least one of these inputs must be active: Fairy lamp 3.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
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.
Relay the white fairy between four lamps, share the lower lift and use the right fan. Collect all ten diamonds, then use the upper plates and magenta lever to reach the matching exits. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper 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.
1 orange lava pool (upper center), 1 blue water pool (upper center), and 2 purple goo pools (middle center and lower right). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (upper left): 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 2 (middle right): Controls Moving platform 4. 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. Switch 3 (upper 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.