Fairies · LEVEL 2 · Verified walkthrough
Free the yellow fairy, share the original plates and guide it around the stone passages. Collect all eleven diamonds before climbing the right-hand stairs to both 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 11 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Fairy Tales · 2 of 31 |
|---|---|
| Collectibles | 6 fire diamonds, 5 water diamonds. 0 marked diamonds required; 11 optional. |
| Hazards | 2 lava pools, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 5 plates, 1 lever, 5 moving platforms, 1 fairy, 1 fairy lamp |
| 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 11 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper right. Watergirl: upper right. |
Fireboy collects the red diamond beside the bottom blue pool. Watergirl crosses her safe pool for the blue diamond, then jumps onto the green plate at the far right. While she holds it, drag the yellow fairy left out of its open enclosure and along the bottom corridor into the matching yellow lamp. Wait for the lower-left gate to open.
Fireboy returns left, jumps onto the long lower shelf and follows it to the opening beside the yellow gate. Jump right onto the next shelf for its red diamond. Watergirl returns across the bottom pool and follows the same stairs, collecting the blue diamond on the lower shelf. Move both heroes beyond the yellow gate before removing the fairy from its lamp.
Fireboy continues right for the red diamond near the end of the middle shelf, then jumps left onto the higher platform and stands on its blue plate. Watergirl returns to the left stairs, jumps upward before steering left and reaches the shelf beside the magenta gate. Drag the fairy out of the yellow lamp, through the long lower corridor and around the small ledges on the far right. Bring it back left through the open upper passage to the magenta lever. The fairy must travel around the stone, through each opening.
With the magenta gate open, Watergirl collects the blue diamond on the left shelf and climbs to the ledge beside the lever. Continue up the alternating left-hand steps for the higher blue diamond. On the narrow steps, jump vertically before steering towards the next ledge. Reach the upper-left purple plate and remain there to withdraw the gate above Fireboy’s route. Walking through the automatic magenta lever changes its position, so pass its handle fully before continuing.
Fireboy leaves the lower blue plate, returns across the middle shelf and climbs the same left stairs. Walk right into his safe red basin for its diamond. Return left, jump back to the ledge beside the magenta lever, then climb to the upper red pool. Cross that safe pool, jump vertically before steering right onto the high platform, and collect the red diamond above it. Continue to the upper blue plate.
Drag the fairy from the magenta lever up the left passage, around the ends of the shelves and onto Watergirl’s purple plate. Watergirl can now leave while the fairy keeps the gate raised. Walk right along the ledge, stop before the red pool and jump right onto the high central platform. Return left from that platform, keep moving towards the safe ledge beyond the pool, then descend the left steps and walk right into the central basin.
Move the fairy off purple into the open space beside the left shelves and let the purple gate close. Take it below that closed gate, around the underside of the long left shelf and across the passage above the central basin. Continue around the right end of the small upper island, then left onto the blue plate on its upper surface. Fireboy keeps holding the high blue plate during this transfer, so the central blue gate remains raised.
Leave the fairy resting on the middle blue plate. Fireboy leaves the high plate to the left, drops into his safe red pool and continues right into the central basin. Both heroes can now walk up the basin’s right slope and beneath the raised blue gate to the broad right-hand platform.
For each hero, move towards the right end of the broad platform, jump upward before steering right and land on the small shelf above it. Fireboy collects the red diamond there. Jump left onto the sloping upper shelf and walk left to its level section, where Watergirl collects the last blue diamond. All eleven diamonds are now collected.
From the upper shelf, move towards its right end, jump vertically and then steer right onto the exit platform. Fireboy stops at the red door; Watergirl continues right to the blue door. 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.
lower 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 1.
middle left
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.
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 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 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 5.
lower right
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
lower left
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 3, Switch 4, and 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 2.
When powered, it moves down; when power is released, it returns.
upper 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
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 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.
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.
Free the yellow fairy, share the original plates and guide it around the stone passages. Collect all eleven diamonds before climbing the right-hand stairs to both 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 11 unmarked diamonds are optional; collect every diamond for a perfect clear.
11 diamonds: 6 for Fireboy and 5 for Watergirl. None are required to finish. 11 unmarked diamonds are optional collectibles for a perfect clear.
2 orange lava pools (upper center and lower center) and 1 blue water pool (lower center). 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 (lower right): 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 left): 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 (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 4 (upper 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 5 (upper 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 6 (upper left): 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.