Fairies · LEVEL 27 · Verified walkthrough
Release the two fairies, trade the central pressure plate between them and the heroes, and use the lower blue plate to open the route to the right-hand exits. This original dark room contains no diamonds.
Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together.

| Campaign | Fairy Tales · 27 of 31 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds. 0 marked diamonds required; 0 optional. |
| Hazards | 1 lava pool, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 levers, 2 plates, 8 moving platforms, 2 fairies, 4 fairy lamps |
| Win condition | Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. |
| Exits | Fireboy: lower right. Watergirl: lower center. |
Watergirl jumps right over the short upper pillar to the Green lever. Jump back over the pillar and walk left through the opened Green gate. Drop onto the small square below the gap, then step off its right side to the middle floor. Jump right over the short pillar and walk to the Purple lever. Its platform slides aside above the central fairy vault.
Guide the yellow fairy up through the vault opening, left above the short middle pillar, then down and left below the small square to the upper-left yellow lamp. Fireboy steps left onto the fixed edge while the yellow platform retracts, then steps into its opening and drops to the middle floor.
Place the cyan fairy on the magenta plate at the bottom of the vault. Fireboy walks right along the middle floor, jumps over its short pillar and drops through the Purple opening onto that same plate.
Bring the yellow fairy back out of its lamp, retracing the open upper passage into the vault, and place it on the magenta plate. Guide the cyan fairy left through the opened magenta gate. Turn down below the hanging wall, then left and up into the left cyan lamp. This opens the lower-left cyan platform.
Fireboy jumps left through the magenta opening and walks left across the next floor. Step into the narrow left shaft, using the little square ledges to descend past both floor openings. On the bottom floor, Fireboy crosses his red pool, jumps over the short wall and stands on the blue plate. Keep him there.
Watergirl walks left from Purple onto the shifted platform, then farther left into the central opening. She lands on the magenta plate and holds the gate open for the yellow fairy.
Guide the yellow fairy left through magenta, down below the left hanging wall and into the left shaft. Descend below the small square beside the lower passage, then turn right beneath the hanging wall. Pass through the Blue opening held by Fireboy. Rise just above the tall central wall and move right into the lower-right yellow lamp. The central Yellow gate lowers.
Fireboy jumps left over the bottom wall and crosses his red pool again. Use the small left squares and the fixed floor edges as alternating steps to climb two floors. Walk right beneath the small square and jump through the magenta opening, which Watergirl is still holding. Fireboy can now stand on the central plate.
Watergirl jumps right through the open Yellow gate and continues beneath the small square to the next hanging wall. Jump straight upward briefly, then steer right through the gap above the lower wall. She drops onto the small square in the far-right shaft.
Guide the cyan fairy away from the left lamp. Go down beneath the left hanging wall, right through magenta and into the central vault. Turn right through the open Yellow gate, staying below its upper stone. Pass beneath the next small square, rise into the gap between the far-right walls, then go right and up the shaft into the upper-right cyan lamp. The bottom-right cyan platform retracts.
Fireboy follows Watergirl through Yellow. Walk beneath the small square, jump straight upward briefly beside the next wall, then steer right through its opening. Land on the far-right square with Watergirl.
Watergirl steps right off the square onto the fixed lip of the floor below. Step a little left through the opened cyan gap to reach the bottom floor. She can wait on its right side without entering her blue door. Fireboy can remain on the square above.
Fireboy descends through the same cyan opening, then moves a little left to the centre of the red door. Watergirl walks left along the bottom floor to the blue door. 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 center
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 1.
middle center
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 4.
lower center
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.
upper center
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 2.
middle center
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
upper left
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves right; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Fairy lamp 2.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
lower left
At least one of these inputs must be active: Fairy lamp 4.
When powered, it moves right; when power is released, it returns.
lower right
At least one of these inputs must be active: Fairy lamp 3.
When powered, it moves left; when power is released, it returns.
middle 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.
middle 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 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 3. Moving the fairy away releases that signal.
middle 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 5. Moving the fairy away releases that signal.
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 Moving platform 8. Moving the fairy away releases that signal.
middle 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 7. Moving the fairy away releases that signal.
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 two fairies, trade the central pressure plate between them and the heroes, and use the lower blue plate to open the route to the right-hand exits. This original dark room contains no diamonds. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together.
0 diamonds: . None are required to finish.
1 orange lava pool (lower center) and 2 purple goo pools (lower center). Fireboy can enter orange lava; Watergirl must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle center): Controls Moving platform 1. 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. Switch 2 (middle center): Controls Moving platform 4. 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 (lower center): 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. Switch 4 (upper center): Controls Moving platform 2. 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.