Fairies · LEVEL 31 · Verified walkthrough

The Final Fairy Reflections

Free the green fairy with the lower mirror, then redirect the light to ride the two yellow lifts. Collect all ten diamonds and use the green platforms to reach the upper-right doors.

Level objective

Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Final Fairy Reflections, fairy level 31: 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 · 31 of 31
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 lava pool, 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 plate, 1 lever, 5 moving platforms, 1 fairy, 1 fairy lamp, 2 stone boxes
Win conditionBring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper right. Watergirl: upper right.

Step-by-step walkthrough

  1. Power the bottom beam

    Fireboy jumps over the lower mirror, collects the bottom red diamond and stands on the yellow plate on the left. Watergirl pushes the mirror right until its upward reflection passes through the glass and reaches the receiver beneath the middle floor. The small yellow gate opens.

  2. Free the green fairy

    Guide the green fairy out through the open gate and leave it on the yellow plate. Fireboy can step away. Watergirl jumps over the mirror, collects the bottom-right blue diamond and returns to the mirror’s right side.

  3. Aim through the left glass

    Watergirl pushes the mirror left until it sits below the fixed reflector in the middle of the room. Move both heroes clear of the horizontal beam. Its upward reflection passes through the left glass, reaches the fixed reflector and turns left towards the receiver.

  4. Climb the lower-left steps

    Each hero approaches the small left shelf from its right side, jumps vertically, then steers left onto it. Jump right from this shelf onto the next floor. Watergirl collects the blue diamond in the water; Fireboy jumps across that pool and collects the red diamond on the right.

  5. Lower the right lift

    Guide the fairy around the open right edge of the middle floor to the pink lever on the left. Touch it once, then return the fairy to the bottom yellow plate. The fixed reflector now sends light right and lowers the right yellow lift.

  6. Ride to the middle floor

    Both heroes jump onto the lowered right lift. Move the fairy away from the bottom plate to turn the light off. The lift carries both heroes up, and Watergirl collects the blue diamond above it.

  7. Board the central lift

    Fireboy walks left across his matching lava pool to collect the red diamond on the left, then returns to the central yellow platform. Watergirl jumps left over the lava and joins him on that platform.

  8. Raise the central lift

    Guide the fairy back to the pink lever, touch it once to reverse the reflector, then return to the bottom plate. The left receiver raises the central platform with both heroes aboard.

  9. Collect the blue diamond above the reflector

    Watergirl jumps left from the raised platform onto the fixed reflector, collecting the blue diamond. Jump back to the yellow platform and let it return to its upper position before continuing.

  10. Reach the upper-right shelves

    Both heroes jump right onto the stone shelf above. Fireboy collects its red diamond. From the shelf’s right edge, jump to the next stone shelf on the right. Walk to its far-right end, jump vertically and steer left onto the upper floor.

  11. Cross the purple pool

    Both heroes approach the purple pool from the right and jump left across it. Continue left along the upper floor. Fireboy collects the last red diamond near the left wall. Bring both heroes back to the clear floor just left of the green lift.

  12. Power the green platforms

    Guide the fairy around the right edges of the stone shelves and into the upper-left green lamp. The vertical green lift lowers and the horizontal green platform moves right. Keep the floor beneath the descending lift clear.

  13. Ride the left green lift

    Both heroes jump right onto the lowered green lift. Move the fairy away from its lamp so the lift rises and the horizontal platform returns left.

  14. Collect the final blue diamond

    Watergirl jumps right onto the horizontal green platform and collects the blue diamond above it. Fireboy follows onto the same platform. All ten diamonds should now be collected.

  15. Cross on the green platform

    Return the fairy to the green lamp. Wait for the horizontal platform to carry both heroes fully right. Move to its right edge and jump to the stone ledge beside the doors.

  16. Finish at the matching doors

    Fireboy enters the red door and Watergirl enters the blue door. Either hero may arrive first; keep both at their matching exits to finish together.

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.

    This switch has no connected device in the current room.

  • Switch 2

    middle 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.

    This switch has no connected device in the current room.

  • Moving platform 1

    middle right

    No switch is connected to this mechanism.

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

  • Moving platform 2

    lower left

    No switch is connected to this mechanism.

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

  • Moving platform 3

    middle center

    No switch is connected to this mechanism.

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

  • Moving platform 4

    upper center

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

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

  • Moving platform 5

    upper center

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

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

  • 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 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 and Moving platform 5. 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.

  • Stone box 2

    middle left

    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 Final Fairy Reflections?

Free the green fairy with the lower mirror, then redirect the light to ride the two yellow lifts. Collect all ten diamonds and use the green platforms to reach the upper-right doors. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. 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 Final Fairy Reflections?

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 Final Fairy Reflections?

1 orange lava pool (middle center), 1 blue water pool (lower center), and 1 purple goo pool (middle 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.

What do the switches do in The Final Fairy Reflections?

Switch 1 (lower center): This switch has no connected device in the current room. 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 (middle left): This switch has no connected device in the current room. 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.