Fairies · LEVEL 19 · Verified walkthrough

The Deep Fairy Descent

Use the white fairy to operate six lamps and the ceiling lever. Balance the two seesaws, cross the hanging bridge and ride the pink ferry to collect all sixteen diamonds before returning to the upper exits.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Deep Fairy Descent, fairy level 19: 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 · 19 of 31
Collectibles8 fire diamonds, 8 water diamonds. 0 marked diamonds required; 16 optional.
Hazards5 lava pools, 5 water pools, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 9 moving platforms, 1 fairy, 6 fairy lamps, 3 hanging planks
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Prepare the first lift

    Move the white fairy into the lower-left green lamp and let its lift descend. Watergirl jumps onto the low left end of the bottom seesaw and walks towards its right side. Fireboy then jumps onto the seesaw from the right.

  2. Lift Watergirl

    Move Watergirl back towards the left end, then jump left onto the lowered lift, collecting the blue diamond. Move the fairy into the lower-right green lamp. The left lift rises while the right lift descends. Watergirl walks right through her matching pool to collect the next blue diamond.

  3. Lift Fireboy

    Fireboy walks to the left end of the seesaw and waits for its right end to rise. Move right across the beam and jump onto the lowered right lift, collecting the red diamond. Move the fairy into the open middle passage to raise Fireboy, then collect his red diamond beside the lava.

  4. Change sides above the pools

    Jump each hero onto the small central island from the outside edge of their pool. Start with a straight jump before steering towards the island. Fireboy jumps left onto the lava shelf; Watergirl jumps right onto the water shelf.

  5. Use the blue lifts

    Place the fairy in the central blue lamp. Both outer lifts descend. Jump each hero onto their lift, then move the fairy upwards through the open passage. The lifts rise. Walk Fireboy right and Watergirl left onto the inner stone ledges, collecting their diamonds.

  6. Cross the hanging bridge

    Fireboy jumps from the right end of his ledge onto the hanging bridge, moves towards its centre and jumps right onto the lava shelf. Watergirl follows from her left edge, moves towards the bridge centre and jumps left onto the water shelf. Collect both diamonds on these shelves.

  7. Raise the yellow lifts

    Put the fairy in the left yellow lamp to lower Watergirl’s lift. She jumps aboard. Move the fairy to the right yellow lamp to raise Watergirl and lower Fireboy’s lift. Fireboy jumps aboard, then the fairy leaves the lamp to raise him.

  8. Collect the outer diamonds

    Watergirl jumps onto the upper seesaw from the left, crosses to the right and drops through the blue diamond before jumping back onto its right side. Fireboy jumps onto the seesaw from the right, crosses left and drops through the red diamond.

  9. Balance the upper seesaw

    Watergirl moves to the left side of the beam so Fireboy can jump back onto it. Fireboy stays near its left tip while Watergirl crosses to the right. Wait for the right tip to rise. Watergirl runs towards its end and jumps right onto the upper water ledge. Keep moving right after landing on its slope.

  10. Bring Fireboy up

    Fireboy moves across to the right side and lets it sink. Jump left onto the beam near the centre, jump again towards its raised left tip, then jump left onto the lava ledge. Keep moving left after landing on the slope. The upper red and blue diamonds are collected during these jumps.

  11. Reach the pink ferry

    Jump Fireboy right and Watergirl left onto the stone banks above their pools. The pink lever hangs down from the middle of this floor. Move the fairy through it as needed to bring the ferry to the right, then jump Watergirl aboard.

  12. Carry Watergirl left

    Move the fairy away from the ceiling lever and back through it. Wait for the ferry to reach its left end, collecting Watergirl’s blue diamond along the way. Move the fairy into the top yellow lamp and wait for both side gates to rise. Watergirl jumps left and walks into the upper water pool.

  13. Carry Fireboy right

    Fireboy jumps onto the ferry at its left end. Move the fairy through the ceiling lever to send him right, collecting the red diamond. Wait for the ferry to stop, then return the fairy to the top yellow lamp. Fireboy jumps right and walks into the upper lava pool.

  14. Reach the top galleries

    Watergirl jumps right and Fireboy jumps left towards the high stone galleries. Each lands beside a raised yellow gate. Move the fairy out of its lamp so both gates lower, then walk the heroes into the galleries.

  15. Collect the final red diamond

    Fireboy jumps left from the right gallery and lands near the blue exit. Walk him across the central floor, passing his own exit, then jump left onto the top-left gallery. Collect its red diamond and wait there.

  16. Collect the final blue diamond

    Watergirl jumps right from the left gallery, walks across the central floor and jumps onto the top-right gallery. Collect the blue diamond. Both heroes now have all sixteen diamonds.

  17. Finish together

    Return Fireboy from the left gallery to the red exit and Watergirl from the right gallery to the blue exit. Either hero may enter 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

    upper center

    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 6.

  • Moving platform 1

    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.

  • Moving platform 2

    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.

  • Moving platform 3

    middle center

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

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

  • Moving platform 4

    middle center

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

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

  • Moving platform 5

    upper center

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

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

  • Moving platform 6

    upper 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 7

    upper center

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

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

  • Moving platform 8

    middle center

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

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

  • Moving platform 9

    middle center

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

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

  • Fairy 1

    lower 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.

  • Fairy lamp 1

    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.

  • Fairy lamp 2

    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.

  • Fairy lamp 3

    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 4. Moving the fairy away releases that signal.

  • Fairy lamp 4

    upper 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 5 and Moving platform 7. Moving the fairy away releases that signal.

  • Fairy lamp 5

    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 8 and Moving platform 9. Moving the fairy away releases that signal.

  • Fairy lamp 6

    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 3. Moving the fairy away releases that signal.

  • Hanging plank 1

    lower center

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Hanging plank 2

    middle center

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Hanging plank 3

    middle center

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

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.

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.

A fairy will not reach its lamp

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.

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 Deep Fairy Descent?

Use the white fairy to operate six lamps and the ceiling lever. Balance the two seesaws, cross the hanging bridge and ride the pink ferry to collect all sixteen diamonds before returning to the upper exits. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Deep Fairy Descent?

16 diamonds: 8 for Fireboy and 8 for Watergirl. None are required to finish. 16 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Deep Fairy Descent?

5 orange lava pools (upper center, middle center, and lower center), 5 blue water pools (upper center, middle center, and lower center), and 2 purple goo pools (upper center and middle center). 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.

What do the switches do in The Deep Fairy Descent?

Switch 1 (upper center): Controls Moving platform 6. 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.