Fairies · LEVEL 23 · Verified walkthrough
Cross three hanging bridges and use the white fairy to lower the pink lift. Hold both floor buttons while guiding the fairy through the lower corridor, then collect all twelve diamonds on the climb to the upper-left exits.
Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Fairy Tales · 23 of 31 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 3 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 1 lever, 4 moving platforms, 1 fairy, 1 fairy lamp, 3 hanging planks |
| Win condition | Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: upper left. |
Take each hero across the two hanging planks, one at a time. Jump onto the first plank, walk towards its right side and jump onto the second. Move right across it and jump onto the safe bank. Fireboy collects the red diamond; Watergirl collects the blue one.
Walk both heroes to the far-right corner. Jump left onto the shelf above the pool. Fireboy collects the red diamond on this shelf. Keep clear of the purple goo underneath the hanging bridge.
Jump each hero left onto the higher hanging plank, then jump left onto the stone bank. Watergirl collects the blue diamond above the bank. Jump left again onto the long corridor floor.
Jump left from the right end of the corridor onto the floor above it. Watergirl walks left to collect the blue diamond. Move Fireboy just to the left of the orange button before Watergirl walks onto the green button farther left. Then move Fireboy back onto orange. Keep both heroes on their buttons.
Drag the white fairy left into the white lamp on the wall at the end of the lower corridor. Wait for the white gate to rise fully. The lamp only stays active while the fairy is close enough to it.
Move the fairy down towards the bottom of the corridor, then drag it right past all three raised gates. The white gate starts closing when the fairy leaves its lamp, so keep moving along the floor beneath it. Both heroes must continue holding their buttons until the fairy is through.
Guide the fairy up the open central passage, around the top of the middle-right stone shelves and down their far-right side. Approach the pink lever from the right and move the fairy gently through its handle once. Wait for the pink lift on the far right to lower.
Move both heroes off their buttons. Walk to the far-left end of their floor and jump right onto the shelf above. Move along it to collect the red and blue diamonds.
Watergirl jumps right from the shelf onto the lower central slope to collect the blue diamond beside it. Move left along the slope, jump left onto the long corridor floor, then climb back to the button floor. Return to the far-left steps and jump onto the diamond shelf again. Fireboy can wait above.
Move each hero to the very right edge of the long diamond shelf and jump right onto the higher middle shelf. Walk right and jump onto the lowered pink lift. Wait until both heroes are aboard.
Move the white fairy a little right, clear of the pink lever, then back through its handle once. The lift rises with both heroes. Wait for it to reach the top before jumping off.
Jump left from the lift onto the upper-right stone shelf. Fireboy jumps straight up for the red diamond. Jump left onto the next small shelf, move towards its left edge and jump left onto the central island. Watergirl collects the high blue diamond on this crossing.
Jump left from the central island onto the next stone, then left again onto the small shelf. Fireboy collects the last high red diamond on the way. Jump left onto the exit ledge and check that all twelve diamonds are collected.
Walk Fireboy into the red door on the left and Watergirl into the blue door beside it. Either hero can 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.
middle 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 3.
middle 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 2.
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 Moving platform 4.
lower center
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves up; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
lower 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.
lower left
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 1. Moving the fairy away releases that signal.
lower right
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
lower left
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
lower center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
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.
Cross three hanging bridges and use the white fairy to lower the pink lift. Hold both floor buttons while guiding the fairy through the lower corridor, then collect all twelve diamonds on the climb to the upper-left exits. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.
3 purple goo pools (middle right, lower right, and lower center). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle left): 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 2 (middle left): 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 3 (middle right): 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.