Fairies · LEVEL 30 · Verified walkthrough
Cross the two hanging platforms, share the white ferries above the purple pool and free the white fairy. Collect all twelve diamonds, then use the four lower lamps to reach the bottom-left exits.
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Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Fairy Tales · 30 of 31 |
|---|---|
| Collectibles | 6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional. |
| Hazards | 1 lava pool, 1 water pool, 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 plate, 1 lever, 8 moving platforms, 1 fairy, 5 fairy lamps, 2 hanging planks |
| Win condition | Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower left. Watergirl: lower left. |
Watergirl jumps onto the left hanging platform, crosses to the dry middle island, then uses the right hanging platform to reach her blue diamond on the right. Fireboy follows over the left water pool and collects the red diamond on the middle island.
Watergirl jumps from the right end of the middle floor to the small shelf beside the wall, then jumps left onto the sloping shelf above. Move left to the dry edge beside the upper purple pool.
From the dry edge, Watergirl jumps vertically first, then steers right onto the high sloping shelf. Moving right too soon hits the underside. Walk to the white pressure plate at the top right to bring both white ferries towards the middle.
Watergirl leaves the white plate and waits on the high shelf. Fireboy crosses the middle lava using the right hanging platform, climbs the right-hand shelves and jumps left onto the right white ferry. Collect the red diamond above it, then return to the dry right edge.
Fireboy makes the same vertical-first jump onto the high shelf and holds the white plate. Watergirl drops left onto the dry edge above the purple pool, jumps onto the right white ferry and then onto the left ferry to collect her upper blue diamond.
Fireboy steps off the white plate. Wait for Watergirl’s ferry to carry her fully left. She jumps up before steering left onto the top-left shelf, then walks through the yellow lever. The yellow barrier drops and opens a passage for the fairy.
Guide the white fairy around the left edge of the middle floor and up the narrow left passage. Pass through the opened yellow barrier, around the right edge of the top-left shelf and beneath the two ceiling projections. Continue around the left end of the high right shelf and place the fairy on the white plate.
Move the fairy above the white plate so the left ferry returns towards Watergirl. She jumps onto it. Return the fairy to the plate, wait for the ferry to move right, then jump across the other ferry to the dry right edge.
Both heroes descend from the upper shelves to the right end of the middle floor and walk onto the cyan platform. Bring the fairy down around the open ends of the high shelves and place it in the cyan lamp beside them.
As the cyan platform moves left, both heroes walk off its right end. Steer towards the diamonds in the shaft while falling: Watergirl collects the high blue diamond and Fireboy collects the lower red diamond. Both land on the dry bottom-right floor.
Bring the fairy down the right shaft, beneath the bottom of the dividing wall, then up its left side to the pink lamp. This lowers the pink lift. Both heroes jump onto it from the dry floor. Move the fairy to the orange lamp; the pink lift rises and Watergirl collects its blue diamond.
The orange lamp lowers the orange lift. Both heroes jump left onto it, collecting Fireboy’s red diamond, then jump left onto the low blue lift. Watergirl collects the blue diamond above it. Put the fairy in the blue lamp to raise both heroes.
Jump left onto the green lift. Fireboy collects the red diamond above it. Both heroes jump to the sloping left shelf and move onto its flat section before they slide off the edge. Watergirl collects the blue diamond near the slope; Fireboy walks left for the red diamond near the wall.
With all twelve diamonds collected, both heroes jump back onto the green lift. Guide the fairy into the green lamp and wait for the lift to lower fully.
From the lowered green lift, jump left towards the dry floor beneath the sloping shelf. Continue steering left so you land beyond the purple pool. The other hero can wait safely on the lift.
Fireboy enters the red door and Watergirl enters the blue door on the bottom-left floor. Either hero can arrive first. Leave the fairy in the green lamp until both heroes have crossed.
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.
upper 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 3 and Moving platform 8.
upper 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 Moving platform 2.
middle right
At least one of these inputs must be active: Fairy lamp 1.
When powered, it moves left; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves left; when power is released, it returns.
lower center
At least one of these inputs must be active: Fairy lamp 4.
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.
lower center
At least one of these inputs must be active: Fairy lamp 5.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Fairy lamp 3.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves right; when power is released, it returns.
middle 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.
middle 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 1. 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.
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 7. 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 4. 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 6. Moving the fairy away releases that signal.
middle center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
middle center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
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.
Cross the two hanging platforms, share the white ferries above the purple pool and free the white fairy. Collect all twelve diamonds, then use the four lower lamps to reach the bottom-left exits. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.
1 orange lava pool (middle center), 1 blue water pool (middle center), and 2 purple goo pools (upper center and lower center). 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.
Switch 1 (upper right): Controls Moving platform 3 and Moving platform 8. 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 2 (upper left): 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.