Fairies · LEVEL 6 · Verified walkthrough
Bring the crate through the white portal to make a step, use the two fairies to raise the left lifts, then exchange the white-lamp holder so the yellow fairy can open the final descent.
Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. 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 · 6 of 31 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 3 plates, 5 moving platforms, 2 portals, 2 fairies, 3 fairy lamps, 1 stone box, 1 rolling stone |
| Win condition | Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: middle right. Watergirl: middle right. |
Drag the yellow fairy into the white cup below the central chamber. Fireboy walks right into the lower white portal and continues right after emerging. Watergirl enters from the right and continues left for the blue diamond inside the chamber.
Drag the green fairy around the left side of the white cup and into the lower portal. Release the pointer after it emerges, move yellow away from white to close the portals, then drag green into the green cup on the chamber’s lower-left wall. Fireboy walks left for the lower red diamond.
Fireboy walks to the right end of the chamber, jumps nearly straight up, then steers left onto the sloping tip of the middle shelf. Walk left along the shelf to collect its red diamond.
Jump left over the crate, then push it right along the middle shelf until it falls from the right tip. Descend to its right and prepare to push it left. Watergirl waits on the lower-left floor, clear of the crate’s route.
Move green clear of the crate and put yellow back in the outside white cup. Fireboy pushes the crate left into the upper white portal and stops before entering it. Move yellow off white to close the portal, walk Fireboy left across its inactive position, then return yellow to white. Fireboy enters the upper portal from the left and continues right outside, clear of the crate waiting on the other side. Close the portals again. Fireboy walks left and pushes the crate to a resting place just right of the cyan lift. Only then reopen white and send Watergirl right through the upper portal; she continues well to the right outside.
Move yellow away from white, closing the portals, and drag it left to the cyan plate above the green pool. Keep both heroes out of that pool. Return green to the green cup inside the chamber. Leave the crate in place as the step below the cyan lift. Wait for the cyan and green lifts to lower.
Fireboy jumps onto the crate, then jumps up before steering left onto the cyan lift. From its right edge, jump up before steering right onto the stone ledge. Watergirl follows from the crate to the cyan lift and moves toward its left end.
Move yellow off the cyan plate. Watergirl rides the cyan lift upward and jumps for the blue diamond above it, then jumps right onto the stone ledge beside Fireboy.
From the ledge’s left side, each hero jumps upward before steering left onto the lowered green lift. With both aboard, drag green out of its cup, right around the end of the inner shelf, then up and left onto the pink plate above that shelf. The green lift rises with both heroes and Fireboy collects the high left red diamond.
With green holding pink, both heroes jump right from the green lift onto the cage roof and cross the open pink gate. Fireboy crosses the orange lever; Watergirl follows and collects the blue diamond farther right. Once Watergirl is beyond the lever, Fireboy steps left off it and crosses it again to leave orange on. Wait for the orange gate to rise.
Both heroes walk right through the orange gate and step off the roof’s right side. Fireboy collects the high red diamond and Watergirl collects the blue below it. Land on the yellow platform, then move right onto the adjoining stone slope. All eight diamonds are now collected.
Yellow returns to the outside white cup to reopen the portals. Drag green off pink, around the right end of the inner shelf and left into the upper portal. Release the pointer after transport, guide green around the side of the small outside pedestal and into the white cup beside yellow.
Green stays in white while yellow leaves, goes around the pedestal and enters the lower portal. Release the pointer after yellow emerges, then drag it right into the yellow cup inside the chamber. Wait for the yellow platform to slide right.
Both heroes move left off the right stone slope and drop through the gap opened by yellow, landing on the exit floor. Fireboy walks right to his red door. Watergirl jumps right onto the higher blue-door shelf. Either hero can arrive 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.
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.
lower 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 1.
middle 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.
Controls Moving platform 4.
upper 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.
Controls Moving platform 4.
middle left
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Fairy lamp 2.
When powered, it moves right; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 3 and Switch 4.
When powered, it moves up; when power is released, it returns.
upper left
At least one of these inputs must be active: Fairy lamp 3.
When powered, it moves down; when power is released, it returns.
lower center
At least one of these inputs must be active: Fairy lamp 1.
Step inside to travel to Portal 2. Step out of the destination before trying to return.
middle center
At least one of these inputs must be active: Fairy lamp 1.
Step inside to travel to Portal 1. Step out of the destination before trying to return.
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 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 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 its connected circuit. 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 2. Moving the fairy away releases that signal.
middle 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 5. Moving the fairy away releases that signal.
middle 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.
middle right
Push from the side to start it rolling. Slopes and gravity then guide its motion.
A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.
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.
Bring the crate through the white portal to make a step, use the two fairies to raise the left lifts, then exchange the white-lamp holder so the yellow fairy can open the final descent. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. 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.
1 purple goo pool (lower left). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (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. Switch 2 (lower left): Controls Moving platform 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 (middle center): Controls 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. Switch 4 (upper center): Controls 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.