Fairies · LEVEL 3 · Verified walkthrough
Fireboy starts the fans and helps Watergirl cross the upper gates. Bring the white fairy out through the two lower gates, then use it to switch the fans and open the white passages. Collect four diamonds each and return to the two left-hand exits.
Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Fairy Tales · 3 of 31 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | No elemental pools in this room. |
| Mechanisms | 1 lever, 2 plates, 6 moving platforms, 1 fairy, 2 fairy lamps, 5 fans, 7 ice strips |
| Win condition | Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper left. Watergirl: middle left. |
Move Fireboy left from the middle shelf, collecting the red diamond as he drops into the left shaft. Walk to the green lever on the bottom-left floor to turn on all five fans.
Ride the left fan near its left edge so the pointed shelf does not catch your head. Steer right onto the yellow pressure button. While Fireboy holds it, drag the white fairy right through the open yellow gate into the middle pocket under the large stone island. Leave it before the purple gate.
Jump Fireboy right into the central fan, cross above the pointed divider, and keep moving right beneath the sloping roof. Drop to the purple button on the bottom-right floor. The purple gates open. Drag the fairy out of its middle pocket through the lower purple gate and around the right side of the island.
While Fireboy holds the purple button, walk Watergirl right through the upper purple gate. Stop before the yellow gate.
Move Fireboy left into the right-middle fan. Steer left through the central chamber, taking its red diamond, then cross the pointed divider and land on the yellow button. Watergirl can now cross the upper yellow gate.
Drag the fairy around the outside of the large central island to the green lever on the bottom-left floor. Pass through the lever once to switch the fans off. Keep Fireboy on the yellow button.
Walk Watergirl down the first small slope beyond the upper yellow gate. Jump right onto the separate high island and cross it to collect the blue diamond. Walk off its right end onto the ledge below, then walk left off that ledge onto the lower-right shelf.
After Watergirl lands on the lower-right shelf, put the fairy in the white lamp underneath it. The white gate rises. Walk Watergirl right through the opening and drop onto the outer fan platform, collecting the blue diamond on the way.
Walk Watergirl left off the fan platform to the bottom-right floor. Jump left onto the low mound to collect the blue diamond above the right-middle fan.
Move the fairy away from the green lever and back through it to restart the fans. Ride Watergirl up the right-middle fan and steer left across the pointed divider into the left central fan. Switch the fans off again and let her fall through the remaining central blue diamond onto the broad middle shelf.
Switch the fans on once more, then place the fairy in the white lamp underneath the left exit shelf. Move Watergirl left into the left fan. Steer left above the exit shelf and land beside her door. She can wait here while Fireboy collects his remaining diamonds.
Jump Fireboy right from the yellow button, cross the central fan chamber and drop to the bottom-right floor. Jump onto the outer-right fan platform and ride up. Move the fairy into the right white lamp, then steer Fireboy left through its opened passage to collect the red diamond on the lower-right shelf.
Walk Fireboy left up the short slope toward the one-cell step. Jump straight up first, then steer left over the step onto the icy slope. Continue holding left to climb; releasing movement lets him slide back.
Place the fairy on the yellow pressure button. Walk Fireboy left through the upper yellow gate and collect the red diamond before the purple gate.
Drag the fairy around the open passages to the bottom-right purple button. Fireboy can pass the upper purple gate and enter the red door. Move Watergirl into the blue door below. Either hero may 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.
lower left
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 Fan 1, Fan 2, Fan 3, Fan 4, and Fan 5.
middle 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 2 and Moving platform 3.
lower 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 and Moving platform 4.
upper left
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
middle right
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves up; when power is released, it returns.
middle left
At least one of these inputs must be active: Fairy lamp 2.
When powered, it moves up; when power is released, it returns.
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 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 5. Moving the fairy away releases that signal.
lower 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 6. Moving the fairy away releases that signal.
lower right
At least one of these inputs must be active: Switch 1.
The air current pushes left and up. Stay in the stream until you can move onto a dry landing.
middle center
At least one of these inputs must be active: Switch 1.
The air current pushes left and up. Stay in the stream until you can move onto a dry landing.
middle center
At least one of these inputs must be active: Switch 1.
The air current pushes left and up. Stay in the stream until you can move onto a dry landing.
middle left
At least one of these inputs must be active: Switch 1.
The air current pushes left and up. Stay in the stream until you can move onto a dry landing.
middle right
At least one of these inputs must be active: Switch 1.
The air current pushes left and up. Stay in the stream until you can move onto a dry landing.
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.
Move completely onto a dry stone edge, let the hero settle, release Jump, and press it again. Fireboy keeps sliding, so start braking before the edge.
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.
Fireboy starts the fans and helps Watergirl cross the upper gates. Bring the white fairy out through the two lower gates, then use it to switch the fans and open the white passages. Collect four diamonds each and return to the two left-hand exits. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
This room has no elemental pools.
Switch 1 (lower left): Controls Fan 1, Fan 2, Fan 3, Fan 4, and Fan 5. 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 left): Controls Moving platform 2 and Moving platform 3. 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 right): Controls Moving platform 1 and 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.
This level has 7 ice strips. Neither hero can jump while standing on ice. Move onto the dry stone edge first; Fireboy slides farther, while Watergirl moves more slowly on ice.