Fairies · LEVEL 28 · Verified walkthrough

The Turning Fairy Portals

Ride the two purple ferries, use White to descend one floor, and time the Green portal flights to land in the matching middle pools. Gather all twelve diamonds, swap sides on the dry bottom floor, then use Pink and the original crate to reach both exits.

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Level objective

Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Turning Fairy Portals, fairy level 28: 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 · 28 of 31
Collectibles6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional.
Hazards3 lava pools, 3 water pools, 4 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 plate, 4 moving platforms, 4 portals, 1 fairy, 4 fairy lamps, 1 stone box
Win conditionBring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower center. Watergirl: lower center.

Step-by-step walkthrough

  1. Board Fireboy’s purple ferry

    Fireboy walks left off his starting ledge, past its sloping tip. As he falls clear of the ledge, steer back right onto the purple ferry below. Keep him there while the white fairy moves to the purple lamp beneath his starting ledge.

  2. Collect the first red diamond

    Wait for the ferry to carry Fireboy left to the central bank. Jump left off it onto the dry middle section of the upper floor. Walk left along that section to the red diamond.

  3. Bring Watergirl across the other ferry

    Watergirl walks right off her starting ledge, then steers back left as she falls onto its purple ferry. Move the fairy across the open upper passage to the left purple lamp. Wait for Watergirl’s ferry to move right, jump onto the central bank, and walk right to the blue diamond.

  4. Power White and descend together

    Guide the fairy into the white lamp on the small high central shelf. Fireboy walks right into the upper white portal and continues right after emerging one floor below. Watergirl enters from the right and continues left after emerging. Keep both clear of the portal until the fairy leaves White.

  5. Collect the two central diamonds

    Let the purple ferries return fully to their outer positions. Move the fairy out of White and down the narrow open passage beside the far-left wall, then underneath the middle floor into the Green lamp. With White now off, Fireboy crosses the lower dry section to its red diamond and Watergirl crosses to its blue diamond.

  6. Send Fireboy through Green

    Fireboy crosses the red pool on the right of this floor and jumps right toward the outer red diamond. Stay beside the right wall while falling through the green portal. He emerges rising beside the left wall and collects the lower outer red diamond.

  7. Land Fireboy in the left red pool

    Keep Fireboy beside the left wall through the upward arc. After he has passed the top of the arc and is descending below the upper blue pool, steer right. Land in the red pool on the shelf below that blue pool. Turning inward too early puts him beneath the shelf or into the wrong pool.

  8. Send Watergirl through Green

    Watergirl crosses the blue pool on the left and jumps left through the outer blue diamond. Fall through the left green portal. Stay beside the right wall during the rising arc to collect the lower outer blue diamond. On the descent, wait until she is below the upper red pool before steering left onto the lower blue pool.

  9. Collect the diamonds above the exits

    Fireboy goes to the right edge of the left red pool, jumps right to the dry centre of the shelf above the exits, then walks right across its red pool and diamond. Watergirl jumps left from the left edge of her blue pool onto the same dry centre, then walks left across its blue pool and diamond.

  10. Drop onto the bottom lifts

    Fireboy walks off the right end of that shelf and falls onto the bottom-right pink lift. Watergirl walks off the left end and falls onto the bottom-left lift. Keep the fairy in Green so both pink lifts remain low.

  11. Swap sides across the dry floor

    Fireboy jumps inward to the dry bottom floor and Watergirl does the same. Fireboy walks to its left edge, then jumps onto the left pink lift through the last red diamond. Watergirl walks to the right edge and jumps onto the right lift through the last blue diamond. All twelve diamonds are now collected.

  12. Raise both pink lifts

    Move the fairy out of Green, around the open edges of the stone shelves, and onto the Pink plate at the centre of the bottom floor. Wait until both lifts have risen fully.

  13. Use the crate as a shared waiting place

    Fireboy jumps right onto the left end of the exit ledge, walks past Watergirl’s door and jumps onto the original central crate. Watergirl jumps left onto the right end of the exit ledge, walks past Fireboy’s door and jumps onto the same crate. Neither hero needs to enter a matching door during this preparation.

  14. Enter the matching doors

    From the crate, Fireboy moves right to the red door and Watergirl moves left to the blue door. Let each hero land before expecting the door to activate. 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

    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 1 and Moving platform 2.

  • Moving platform 1

    lower center

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

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

  • Moving platform 3

    upper right

    At least one of these inputs must be active: Fairy lamp 4.

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

  • Moving platform 4

    upper left

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

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

  • Portal 1

    upper center

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

    Step inside to travel to Portal 2. Step out of the destination before trying to return.

  • Portal 2

    middle center

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

    Step inside to travel to Portal 1. Step out of the destination before trying to return.

  • Portal 3

    lower left

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

    Step inside to travel to Portal 4. Step out of the destination before trying to return.

  • Portal 4

    lower right

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

    Step inside to travel to Portal 3. Step out of the destination before trying to return.

  • Fairy 1

    upper 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 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 2

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

  • Fairy lamp 3

    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 4. Moving the fairy away releases that signal.

  • Fairy lamp 4

    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 3. Moving the fairy away releases that signal.

  • Stone box 1

    lower center

    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 Turning Fairy Portals?

Ride the two purple ferries, use White to descend one floor, and time the Green portal flights to land in the matching middle pools. Gather all twelve diamonds, swap sides on the dry bottom floor, then use Pink and the original crate to reach both exits. Bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. 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 Turning Fairy Portals?

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 Turning Fairy Portals?

3 orange lava pools (middle center), 3 blue water pools (middle center), and 4 purple goo pools (upper left, upper right, lower left, and lower right). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. 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 Turning Fairy Portals?

Switch 1 (lower center): Controls Moving platform 1 and 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.