Fairies · LEVEL 20 · Verified walkthrough
Use the white fairy to raise Fireboy through the three left lifts, then carry Watergirl over the lava with the yellow and magenta lifts. This original dark room has no diamonds.
Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.

| Campaign | Fairy Tales · 20 of 31 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds. 0 marked diamonds required; 0 optional. |
| Hazards | 2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 5 moving platforms, 1 fairy, 5 fairy lamps |
| Win condition | Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. |
| Exits | Fireboy: upper left. Watergirl: lower right. |
Leave Watergirl on the starting shelf. Fireboy steps right onto the lava shelf, then drops around its left end onto the bottom floor. Cross the bottom lava to the left, stop beside the blue lift, and jump up before steering left to land on it.
Guide the white fairy down around the right end of the central goo shelf, then left along the bottom corridor into the blue lamp. Let the blue lift rise. Fireboy moves towards its right edge and jumps right onto the green lift above the goo.
Take the fairy back right through the bottom corridor, up around the right end of the goo shelf and left above it. Move it into the green lamp beside the thin vertical wall. Once the green lift has risen fully, Fireboy walks left onto the permanent sloping ledge.
Guide the fairy straight up the left side of the thin wall into the orange lamp. Wait for the orange lift to lower, then jump Fireboy onto it. Move the fairy left away from orange and wait for the lift to rise. Leave Fireboy near its left edge, ready to jump to the upper-left door.
Take the fairy down the left side of the thin wall, around its bottom end and right into the yellow lamp beside the right-hand wall. Wait for the yellow lift to lower. Watergirl jumps right onto it from the starting shelf.
Guide the fairy upward around the top of the right-hand wall and into the magenta lamp. Wait for the yellow lift to rise and the magenta lift to lower. Watergirl moves to the right edge of yellow and jumps right onto magenta.
Watergirl walks right from magenta and drops into the blue pool below. Walk off the pool shelf’s left end into the bottom blue pool, then move right to her blue door. Fireboy jumps left from the orange lift to his red 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.
upper 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 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 2.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Fairy lamp 4.
When powered, it moves down; when power is released, it returns.
upper right
At least one of these inputs must be active: Fairy lamp 5.
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.
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 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 3. 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 2. Moving the fairy away releases that signal.
middle 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 4. Moving the fairy away releases that signal.
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 5. 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.
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.
Use the white fairy to raise Fireboy through the three left lifts, then carry Watergirl over the lava with the yellow and magenta lifts. This original dark room has no diamonds. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.
0 diamonds: . None are required to finish.
2 orange lava pools (lower center), 2 blue water pools (lower right), and 1 purple goo pool (lower 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.
There are no levers or pressure plates in this room. Each hero can follow their own route, but both matching exits are still needed to finish.