Fairies · LEVEL 3 · Verified walkthrough

The Frozen Fairy Wind

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.

Level objective

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.

The Frozen Fairy Wind, fairy level 3: 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 · 3 of 31
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
HazardsNo elemental pools in this room.
Mechanisms1 lever, 2 plates, 6 moving platforms, 1 fairy, 2 fairy lamps, 5 fans, 7 ice strips
Win conditionBring 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.
ExitsFireboy: upper left. Watergirl: middle left.

Step-by-step walkthrough

  1. Start the fans

    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.

  2. Open the first fairy gate

    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.

  3. Reach the purple button

    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.

  4. Bring Watergirl across the first gate

    While Fireboy holds the purple button, walk Watergirl right through the upper purple gate. Stop before the yellow gate.

  5. Open the yellow gate again

    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.

  6. Switch the fans off for Watergirl

    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.

  7. Collect the upper-right blue diamond

    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.

  8. Open the right white passage

    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.

  9. Collect the bottom blue diamond

    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.

  10. Return through the middle

    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.

  11. Bring Watergirl to her exit 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.

  12. Take Fireboy to the right shelf

    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.

  13. Climb back to the top

    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.

  14. Collect the last red diamond

    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.

  15. Open the last gate and finish

    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.

How this room’s mechanisms work

  • Switch 1

    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.

  • Switch 2

    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.

  • Switch 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.

  • Moving platform 1

    upper left

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

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

  • Moving platform 2

    upper center

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

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

  • Moving platform 3

    lower center

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

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

  • Moving platform 4

    lower center

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

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

  • Moving platform 5

    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.

  • Moving platform 6

    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.

  • Fairy 1

    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.

  • Fairy lamp 1

    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.

  • Fairy lamp 2

    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.

  • Fan 1

    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.

  • Fan 2

    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.

  • Fan 3

    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.

  • Fan 4

    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.

  • Fan 5

    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.

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 jump does not start on ice

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.

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 Frozen Fairy Wind?

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.

How many diamonds are required in The Frozen Fairy Wind?

8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Frozen Fairy Wind?

This room has no elemental pools.

What do the switches do in The Frozen Fairy Wind?

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.

Why can’t I jump from the ice in The Frozen Fairy Wind?

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.