Fairies · LEVEL 25 · Verified walkthrough

The Reflector Gallery

Release the three fairies in order, then use both movable mirrors to open the lower passages. Collect all six diamonds and ride the central platform up to the doors.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Reflector Gallery, fairy level 25: 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 · 25 of 31
Collectibles3 fire diamonds, 3 water diamonds. 0 marked diamonds required; 6 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 6 moving platforms, 3 fairies, 3 fairy lamps, 2 stone boxes
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Climb Watergirl to the upper shelves

    Watergirl uses the right mirror crate to reach the stone shelf above. Move near its left edge, jump vertically and steer left onto the fixed reflector. Jump left onto the next stone shelf and collect the blue diamond.

  2. Open the left fairy passage

    From the left edge of that shelf, jump left to the central stone ledge. Continue left via the fixed reflector and the small stone shelves, collecting the upper-left blue diamond. Stand on the green plate near the left wall.

  3. Release Yellow

    Guide the yellow fairy left through the bottom passages, passing above the short floor walls and below the long hanging walls. The green plate opens the final gap on the far left. Move Yellow up through it and around the stone shelves to the yellow lamp at the top right.

  4. Open the right fairy passage

    Fireboy climbs the right mirror crate and the stone shelf, then jumps onto the right fixed reflector. Jump right onto the high shelf, collect the red diamond and stand on the orange plate. The orange panel lowers so the beam can reach the right receiver.

  5. Release Pink

    Guide the pink fairy up through its opened panel. Pass left above the short wall, then down around the hanging wall and into the pink lamp beneath the right glass floor. The right reflector turns and sends the beam left, then down to the bottom-left receiver.

  6. Collect the lower-left diamond

    Watergirl leaves the green plate, jumps onto the left fixed reflector and jumps left through the lower blue diamond. Land on the glass floor beside the left mirror crate.

  7. Aim the left mirror

    Push the left mirror right until the downward beam hits it. The mirror sends the light right along the glass floor. Keep both heroes clear of the beam while checking the reflection.

  8. Collect the central red diamond

    Fireboy returns to the right stone shelf and climbs back onto the fixed reflector. Jump left to the next stone shelf, then from its left edge onto the central ledge. Walk left to collect the red diamond and drop carefully onto the clear floor below.

  9. Move the right mirror into the beam

    Watergirl crosses the lower floor, uses the right crate to climb the stone shelf and walks off its right edge into her matching water pool. From the right of the crate, push it left onto the central glass. Its downward reflection should reach the receiver beside the cyan fairy’s lower gate.

  10. Collect the last red diamond

    Fireboy jumps onto the central mirror crate, then jumps right through the remaining red diamond. Land clear of the beam. All six diamonds should now be collected.

  11. Release Cyan

    With the lower gate open, guide the cyan fairy down from its alcove, left around the hanging wall and up through the open gate. Leave it in the clear passage above the short floor wall.

  12. Clear the downward beam

    Watergirl jumps over the central mirror and moves to the right side of the left crate. Push that crate left until the beam can reach the bottom receiver again. Step away from the beam so the lower-left panel opens fully.

  13. Power the exit platform

    Guide Cyan left above the short wall, down around the long hanging wall, then up through the opened lower-left panel into its matching lamp. The left reflector turns upward, lighting the ceiling receiver and lowering the central exit platform.

  14. Restore the right climbing step

    Fireboy jumps to the left of the central mirror and pushes it right towards its starting shelf. Leave it beneath the right stone ledge so both heroes can climb it again.

  15. Board the lowered exit platform

    Each hero uses the right crate, stone ledge and fixed reflector to reach the upper middle shelf. Jump left onto the lowered central platform and wait for your partner.

  16. Rise to the doors

    Move Cyan away from its lamp. The ceiling receiver turns off and the central platform rises with both heroes. Enter the matching red and blue doors on either side; either hero can finish 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 right

    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 1.

  • Switch 2

    upper 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 6.

  • Moving platform 1

    middle right

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

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

  • Moving platform 2

    lower center

    No switch is connected to this mechanism.

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

  • Moving platform 3

    lower right

    No switch is connected to this mechanism.

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

  • Moving platform 4

    lower center

    No switch is connected to this mechanism.

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

  • Moving platform 5

    upper center

    No switch is connected to this mechanism.

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

  • Moving platform 6

    lower left

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

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

  • Fairy 1

    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 2

    lower 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.

  • Fairy 3

    lower 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.

  • Fairy lamp 1

    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 its connected circuit. Moving the fairy away releases that signal.

  • Fairy lamp 2

    lower 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.

  • Fairy lamp 3

    lower 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 its connected circuit. Moving the fairy away releases that signal.

  • Stone box 1

    lower right

    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.

  • Stone box 2

    lower 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.

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 Reflector Gallery?

Release the three fairies in order, then use both movable mirrors to open the lower passages. Collect all six diamonds and ride the central platform up to the doors. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Reflector Gallery?

6 diamonds: 3 for Fireboy and 3 for Watergirl. None are required to finish. 6 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Reflector Gallery?

1 orange lava pool (middle center) and 1 blue water pool (lower right). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Reflector Gallery?

Switch 1 (middle right): Controls Moving platform 1. 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 (upper left): Controls Moving platform 6. 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.