Fairies · LEVEL 29 · Verified walkthrough

The Three Portal Pairs

Use Cyan to power the three portal pairs in turn. Watergirl brings the upper crate through the middle portal so Fireboy can jump from it above the water. Collect all ten diamonds, then ride the left lift to the two exit shelves.

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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Three Portal Pairs, fairy level 29: 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 · 29 of 31
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 plate, 2 moving platforms, 6 portals, 1 fairy, 4 fairy lamps, 1 stone box
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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Power the first pair

    Guide Cyan into the cup beneath the middle shelf. Fireboy jumps right from the starting ledge into the first portal, collects the red diamond and steers right on arrival to the lower-right shelf for the second red diamond.

  2. Bring Watergirl to the right cup

    Watergirl uses the same starting portal but steers left on arrival, landing on the small shelf above the right cup. Fireboy jumps left from his shelf to the stone beside the portal below.

  3. Use the second pair

    Place Cyan in the cup underneath the small right shelf. Watergirl jumps left into the lower portal, collects its blue diamond and steers right from the receiving portal to the blue diamond on the middle stepping stone. Fireboy uses the same pair and steers left onto the higher middle shelf.

  4. Regroup on the middle shelf

    Watergirl jumps left from the stepping stone to join Fireboy. Return Cyan to the first cup beneath this shelf.

  5. Reach the upper-right chamber

    Each hero jumps left into the first portal again. On arrival, stay centred in the narrow opening above the receiving portal until your feet clear the high shelf, then steer right onto it. Watergirl collects the blue diamond and stands on the blue plate.

  6. Collect the upper red diamond

    Fireboy jumps left onto the small shelf above the upper portal and collects its red diamond. Guide Cyan into the cup beneath the top floor to power the third portal pair.

  7. Send Watergirl across the middle water pool

    Watergirl jumps left onto Fireboy’s small shelf, moves to its centre and jumps left through the upper portal. Steer left on arrival and land safely in the blue pool. Fireboy waits on the small right shelf.

  8. Climb Watergirl to the top

    Watergirl walks left to the dry floor. Jump vertically beside the overhanging left shelf, then steer right onto it. Jump over the small stone ridge and collect the blue diamond. From the right end of this shelf, jump vertically before steering right onto the upper ramp. Collect the blue diamond on the top floor and wait before the gate.

  9. Open the gate and move the crate

    Fireboy jumps right onto the blue plate and holds it until the top gate lowers. Watergirl crosses the gate, jumps over the crate to its right side and pushes it left across the top floor. Follow it down the ramp and let it settle on the shelf below.

  10. Send the crate through the third pair

    Watergirl jumps to the left side of the crate, then walks right to push it off the shelf and into the adjacent portal. Keep Cyan in the top cup. The crate appears above the middle water pool and settles on its floor. Stop Watergirl on the left shelf.

  11. Use the crate to cross Fireboy safely

    Move Cyan clear of the top cup to switch off the third pair. Fireboy jumps from the blue plate to the small red-diamond shelf, walks to its centre and jumps left onto the crate. Return Cyan to the top cup and wait for the portals to open.

  12. Jump through from below

    Fireboy centres himself on the crate below the portal, jumps straight up and steers left only after transport. His upward momentum carries him onto Watergirl’s shelf.

  13. Collect the last two red diamonds

    Fireboy walks left off the shelf onto the dry floor, then walks right to the red diamond above it. Return left and use the same vertical-then-right jump to climb the overhang. Jump over the stone ridge, climb the upper ramp and collect the red diamond on the top floor. All ten diamonds should now be collected.

  14. Board the left lift

    Both heroes return to the dry floor at the far left of the middle water pool. Keep Cyan away from the left wall cup. Each hero jumps vertically beside the low lift before steering left onto it.

  15. Raise the lift

    Guide Cyan into the cup on the left wall. Keep both heroes on the lift and wait for it to reach the top of its four-cell travel.

  16. Reach both matching doors

    Move to the lift’s right edge before jumping right onto the blue-door shelf. Watergirl stays at her blue door. Fireboy jumps left again to the higher red-door shelf. Either hero may reach the matching door 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.

  • Moving platform 1

    upper 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

    middle left

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

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

  • Portal 1

    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 2

    upper center

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

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

  • Portal 3

    middle 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 4

    lower right

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

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

  • Portal 5

    lower center

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

    Step inside to travel to Portal 6. Step out of the destination before trying to return.

  • Portal 6

    lower center

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

    Step inside to travel to Portal 5. Step out of the destination before trying to return.

  • 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

    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

    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.

  • Fairy lamp 4

    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 2. Moving the fairy away releases that signal.

  • Stone box 1

    upper 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.

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 Three Portal Pairs?

Use Cyan to power the three portal pairs in turn. Watergirl brings the upper crate through the middle portal so Fireboy can jump from it above the water. Collect all ten diamonds, then ride the left lift to the two exit shelves. 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Three Portal Pairs?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Three Portal Pairs?

1 blue water pool (middle center) and 1 purple goo pool (lower center). 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 Three Portal Pairs?

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.