Fairies · LEVEL 23 · Verified walkthrough

The Hanging Fairy Bridges

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.

Level objective

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.

The Hanging Fairy Bridges, fairy level 23: 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 · 23 of 31
Collectibles6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional.
Hazards3 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 1 lever, 4 moving platforms, 1 fairy, 1 fairy lamp, 3 hanging planks
Win conditionBring 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.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Cross the bottom pool

    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.

  2. Climb the far-right steps

    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.

  3. Return over the higher 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.

  4. Reach the two floor buttons

    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.

  5. Open the white gate

    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.

  6. Leave before the white gate closes

    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.

  7. Lower the pink lift

    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.

  8. Collect the left shelf diamonds

    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.

  9. Collect Watergirl’s middle diamond

    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.

  10. Board the pink lift

    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.

  11. Raise both heroes

    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.

  12. Collect the high diamonds

    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.

  13. Cross the upper stepping stones

    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.

  14. Enter the matching doors

    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.

How this room’s mechanisms work

  • Switch 1

    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.

  • Switch 2

    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.

  • Switch 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 Moving platform 4.

  • Moving platform 1

    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.

  • Moving platform 2

    lower center

    At least one of these inputs must be active: Switch 2.

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

  • Moving platform 3

    lower left

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

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

  • Moving platform 4

    upper right

    At least one of these inputs must be active: Switch 3.

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

  • Fairy 1

    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.

  • Fairy lamp 1

    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.

  • Hanging plank 1

    lower right

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Hanging plank 2

    lower left

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Hanging plank 3

    lower center

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

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.

A gate or platform moved back

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.

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 Hanging Fairy Bridges?

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.

How many diamonds are required in The Hanging Fairy Bridges?

12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Hanging Fairy Bridges?

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.

What do the switches do in The Hanging Fairy Bridges?

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.