Fairies · LEVEL 21 · Verified walkthrough
Use White to open the upper passage and power the cold lamp. Move the mirror through the orange portals to operate both blue panels, then turn it on the stone slope so its light can freeze the water beneath the glass bridge. Collect all eight diamonds before reaching the two bottom doors.
Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower 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 · 21 of 31 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 plate, 3 levers, 5 moving platforms, 2 portals, 1 fairy, 1 fairy lamp, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower 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: lower right. Watergirl: lower right. |
Guide White around the upper platforms to the pink lever on the far-right wall. Watergirl walks left from her starting ledge and jumps onto the upper sloping platform.
Watergirl crosses to the green plate. Bring White around the top of the room and leave the fairy on this plate while Watergirl passes through the raised green panel, collects the blue diamond on the left and returns to the upper-right slope.
Move White around the right end of the glass bridge, then along the bottom of the room to the purple lever on the left. Pass through the orange lever’s sensor on the way so the portals are off.
Fireboy jumps right across the middle bridge, switches the orange lever on and enters the right portal from its right side. Stop him on the left platform. Use White to switch the portals off again before moving the mirror.
Fireboy jumps onto the small sloping stone to the left of the mirror. Walk right to push the mirror onto the fixed platform, then jump left to collect the red diamond and land on the left shelf.
White touches the purple lever to move the carrier right. Guide the fairy to the blue lamp on the middle wall. Fireboy uses a vertical jump followed by a leftward movement to climb the small stone slope, then jumps to the mirror platform and over the mirror to its right side.
Switch the orange portals on with White, then return the fairy to the blue lamp. Fireboy pushes the mirror left into the portal. It appears on the right bridge. Fireboy jumps into the left portal after it, stopping his movement as soon as he arrives.
Fireboy moves to the right of the mirror. White switches the portals off and returns to the lamp. Push the mirror left along the glass bridge until its upward beam reaches the blue receiver beneath the upper-right platform. Wait for the blue panel to finish moving.
From the left of the lower-right stone shelf, jump vertically before steering right onto it. Walk up the slope, then jump vertically before steering left onto the upper shelf. Move White away from the lamp so the raised blue panel lowers out of the upper passage. Fireboy walks left up the upper slope and collects the top red diamond.
Both heroes walk right off the upper shelf onto the stone platform below. Return White to the blue lamp, wait for the blue panel to rise and walk both heroes left through the lower passage onto the glass bridge. Watergirl returns beneath the right shelf and jumps to collect its blue diamond.
With the orange portals on, Fireboy jumps to the left of the mirror and pushes it right into the portal. Let it settle on the left platform, then follow it through and stop on arrival.
Fireboy moves left, jumps onto the sloping stone and returns to the left shelf. From its right end, jump right through the red diamond below the mirror platform and land on the bottom-left floor. With the mirror on the left platform and White in the lamp, its beam also reaches the left blue receiver.
While the mirror still lights the left blue receiver, Fireboy jumps onto the small block beneath the left shelf. Move to its right edge, run a little beyond it and jump right, then steer back left onto the shelf above. Walk left past the lowered blue panel, climb the small sloping stone and jump to the left edge of the mirror platform. Wait there.
Watergirl switches the orange lever off and back on, then enters the right portal from its right side. Once she is on the left platform, use White to switch the portals off and return the fairy to the lamp.
Watergirl pushes the mirror close to the top of the descending stone slope, then jumps right as it tumbles onto the lower platform. Collect the middle blue diamond during this crossing. Jump back to the mirror’s left side, land on the floor and push it right onto the glass. Jump clear of the beam and keep White in the blue lamp until the pool freezes.
The pool stays frozen after the light moves away. Fireboy waits on the right side of the left platform. Watergirl moves to the left of the mirror, White switches the orange portals on, and Watergirl pushes the mirror right through the portal. Follow it through and stop on the left platform.
Watergirl walks left off the opened gap and drops to the bottom-left floor, then waits beside the divider. White switches the portals off again. Fireboy pushes the mirror left off the platform into the pocket and waits for it to land.
Watergirl jumps onto the mirror, walks off its left side and lands on the floor beside the small block. Push the mirror right until it rests against the tall stone divider. Fireboy can now drop through the open gap to join her.
Each hero jumps onto the mirror, then jumps right onto the sloping top of the divider. Walk right from the divider to land on the frozen pool.
Fireboy crosses the ice to the red diamond and Watergirl collects the blue diamond at the left end of the pool. All eight diamonds should now be collected.
Follow the bottom floor to the two doors on the right. Watergirl enters the blue door and Fireboy enters the red door. Either hero can finish first; keep both at their matching exits to complete the room.
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 2.
lower 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.
upper 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 3.
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 Portal 1 and Portal 2.
middle right
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
lower left
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
middle left
At least one of these inputs must be active: Switch 4.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
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.
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 its connected circuit. Moving the fairy away releases that signal.
middle left
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.
Use White to open the upper passage and power the cold lamp. Move the mirror through the orange portals to operate both blue panels, then turn it on the stone slope so its light can freeze the water beneath the glass bridge. Collect all eight diamonds before reaching the two bottom doors. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower 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 blue water pool (lower center). 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 2. 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 (lower 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 (upper right): Controls Moving platform 3. 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 4 (middle right): Controls Portal 1 and Portal 2. 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.