Fairies · LEVEL 5 · Verified walkthrough

The Portal and Lamp Relay

Use the two fan handoffs to release the green fairy, then connect the lamp platforms and use the portal pair to collect all ten diamonds and release the purple fairy.

Level objective

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

The Portal and Lamp Relay, fairy level 5: 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 · 5 of 31
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
HazardsNo elemental pools in this room.
Mechanisms2 levers, 3 plates, 4 moving platforms, 2 portals, 2 fairies, 2 fairy lamps, 2 fans
Win conditionBring 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower left. Watergirl: lower left.

Step-by-step walkthrough

  1. Collect the central red diamond

    Fireboy drops through the central portal from the starting floor. Let him descend through the middle red diamond, then steer left to land back on the starting floor.

  2. Share the lower fan

    Fireboy jumps right across the portal gap and stands on the far-right bottom plate. Watergirl jumps across after him, enters the lower fan and steers right onto the middle plate. Watergirl holds that plate while Fireboy rides the same fan and joins her on the middle ledge. Each hero collects the matching diamond beside the fan.

  3. Reach the upper fan control

    Watergirl jumps left onto the sloping ledge above the fan, then jumps right onto the top pressure plate. Keep her there while Fireboy jumps onto the sloping ledge and enters the upper fan.

  4. Release the green fairy

    Fireboy rides the upper fan and steers right onto the top walkway for the red diamond. Return through the fan and steer left onto the long top walkway. Walk through the orange lever to open the green fairy’s chamber.

  5. Let the fairy hold the upper plate

    Drag the green fairy out along the top corridor, down through the central opening and right onto the top pressure plate. Watergirl can now leave that plate, ride the fan and cross the top walkway for her blue diamond.

  6. Light the central platform

    Guide the green fairy off the plate and around the right edges of the upper and middle shelves. Bring it below the central dividing wall, then around the left edge of the green platform and up into the green lamp. The platform slides left beneath the portal. Leave the fairy in the lamp.

  7. Bring Fireboy to the left red diamond

    Fireboy descends around the right shelves to the starting floor and enters the lower portal. He lands on the central green platform. Move near its left edge and make the long jump to the purple platform on the left. Move to that platform’s right edge, briefly step and jump right to clear the overhang, then steer left in the air onto the small ledge for the red diamond.

  8. Release the purple fairy

    Fireboy jumps right onto the higher left shelf. Walk right into the upper portal to emerge in the bottom corridor, collect the bottom red diamond and cross the orange lever. Drag the freed purple fairy left into the bottom portal. Release the drag after transport, then guide it left above the middle shelf, around the small left ledge and down into the purple lamp.

  9. Collect Watergirl’s middle diamonds

    Watergirl returns around the right shelves to the starting floor and enters the lower portal. She collects the central blue diamond while landing on the green platform. Jump left onto the relocated purple platform, then left onto the small ledge and right onto the higher shelf. Jump across the portal gap and walk along the right middle shelf for the remaining high blue diamond.

  10. Return to the bottom corridor

    Watergirl walks left into the upper portal and emerges below. Walk left for the bottom blue diamond. Fireboy and Watergirl wait to the right of the doors while confirming all ten diamonds are collected.

  11. Finish in either order

    Fireboy walks left to the red door and Watergirl continues left to the blue door. Either hero can enter first. Keep both fairies parked in their lamps.

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

    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 4.

  • Switch 2

    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 Fan 1.

  • Switch 3

    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 Fan 2.

  • Switch 4

    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 Fan 1.

  • Switch 5

    upper center

    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 3.

  • Moving platform 1

    middle center

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

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

  • Moving platform 2

    middle left

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

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

  • Moving platform 3

    upper left

    At least one of these inputs must be active: Switch 5.

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

  • Moving platform 4

    lower right

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

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

  • Portal 1

    lower center

    This portal needs no switch power.

    Step inside to travel to Portal 2. Step out of the destination before trying to return.

  • Portal 2

    middle center

    This portal needs no switch power.

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

  • Fairy 1

    lower right

    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 2

    upper 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

    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 1. 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 2. Moving the fairy away releases that signal.

  • Fan 1

    middle center

    At least one of these inputs must be active: Switch 2 and Switch 4.

    The air current pushes left and up. Stay in the stream until you can move onto a dry landing.

  • Fan 2

    upper center

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

    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 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 Portal and Lamp Relay?

Use the two fan handoffs to release the green fairy, then connect the lamp platforms and use the portal pair to collect all ten diamonds and release the purple fairy. 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Portal and Lamp Relay?

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 Portal and Lamp Relay?

This room has no elemental pools.

What do the switches do in The Portal and Lamp Relay?

Switch 1 (lower center): Controls Moving platform 4. 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 (lower right): Controls Fan 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. Switch 3 (upper right): Controls Fan 2. 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 4 (middle right): Controls Fan 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. Switch 5 (upper center): Controls Moving platform 3. 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.