Fairies · LEVEL 22 · Verified walkthrough

The Poison Passage

Lower the upper bridge with a white fairy, cross the stepping stones above the purple goo, then climb back across the middle shelves. Both heroes follow the same winding route and collect their own diamonds before crossing to the exits.

Level objective

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.

The Poison Passage, fairy level 22: 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 · 22 of 31
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards2 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 moving platform, 2 fairies, 1 fairy lamp
Win conditionBring 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.
ExitsFireboy: upper right. Watergirl: upper right.

Step-by-step walkthrough

  1. Lower the upper bridge

    Drag the white fairy near the exits left through the open space above the top islands and into the ceiling lamp above the small moving platform. Leave it there so the platform lowers between the two upper islands. Either white fairy works; bring the lower fairy beneath the stepping stones, then up the open central shaft if you use that one.

  2. Cross the lower stepping stones

    Take one hero at a time. From the starting ledge, jump right onto the small stone with a blue diamond, then onto the tiny square stone with a red diamond. Continue to the safe patch of ground in the middle. Purple goo is dangerous to both heroes.

  3. Climb the right-hand side

    From the right edge of the safe ground, jump onto the blue-diamond stone, then the red-diamond stone farther right. Jump up to the ledge against the right wall.

  4. Clear the high shelf

    Stand near the left end of the wall ledge. Jump straight up briefly before steering left onto the long shelf above. Moving left too early can hit its underside; return to the red-diamond stone and climb back to the wall ledge if you miss.

  5. Return across the middle shelves

    Cross left onto the blue-diamond shelf, the small square red-diamond stone, and the blue-diamond shelf beyond it. Continue to the red-diamond ledge on the left. Each hero collects only their matching diamonds.

  6. Reach the upper-left island

    From the left edge of that ledge, jump onto the raised stone near the left wall. Jump right again onto the upper-left island and collect its blue diamond with Watergirl.

  7. Cross the fairy-powered bridge

    Walk toward the island’s right edge, jump onto the lowered moving platform, then onto the wide upper-middle island. Cross that island, collecting its red diamond with Fireboy, and jump to the exit ledge. Keep the fairy in its lamp throughout.

  8. Finish together

    Leave the first hero at the matching door and repeat the route with the other hero. Visit every marked stepping stone with both heroes to collect all ten diamonds, then enter both matching doors.

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

  • Moving platform 1

    upper center

    At least one of these inputs must be active: Fairy lamp 1.

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

  • Fairy 1

    upper 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.

  • Fairy 2

    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.

  • Fairy lamp 1

    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.

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 Poison Passage?

Lower the upper bridge with a white fairy, cross the stepping stones above the purple goo, then climb back across the middle shelves. Both heroes follow the same winding route and collect their own diamonds before crossing to the 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.

How many diamonds are required in The Poison Passage?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Poison Passage?

2 purple goo pools (lower left and lower right). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.

Does The Poison Passage need a partner to hold a switch?

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.