Fairies · LEVEL 25 · Verified walkthrough
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.

| Campaign | Fairy Tales · 25 of 31 |
|---|---|
| Collectibles | 3 fire diamonds, 3 water diamonds. 0 marked diamonds required; 6 optional. |
| Hazards | 1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 6 moving platforms, 3 fairies, 3 fairy lamps, 2 stone boxes |
| Win condition | 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. |
| Exits | Fireboy: upper center. Watergirl: upper center. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
middle right
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
lower center
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
lower right
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
lower center
No switch is connected to this mechanism.
When powered, it moves right; when power is released, it returns.
upper center
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 2.
When powered, it moves right; when power is released, it returns.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
6 diamonds: 3 for Fireboy and 3 for Watergirl. None are required to finish. 6 unmarked diamonds are optional collectibles for a perfect clear.
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.
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.