Fairies · LEVEL 6 · Verified walkthrough

The Rolling Fairy Portal

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.

Level objective

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.

The Rolling Fairy Portal, fairy level 6: 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 · 6 of 31
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 3 plates, 5 moving platforms, 2 portals, 2 fairies, 3 fairy lamps, 1 stone box, 1 rolling stone
Win conditionBring 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.
ExitsFireboy: middle right. Watergirl: middle right.

Step-by-step walkthrough

  1. Enter the central chamber

    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.

  2. Bring green inside

    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.

  3. Collect the inner upper red

    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.

  4. Lower the crate deliberately

    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.

  5. Send the crate outside

    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.

  6. Lower the cyan lift

    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.

  7. Use the crate as a step

    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.

  8. Collect the left blue

    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.

  9. Ride the green lift together

    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.

  10. Cross the roof

    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.

  11. Collect the right-side diamonds

    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.

  12. Exchange the white-cup holder

    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.

  13. Bring yellow to its own cup

    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.

  14. Reach the matching exits

    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.

How this room’s mechanisms work

  • Switch 1

    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.

  • Switch 2

    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.

  • Switch 3

    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.

  • Switch 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.

  • Moving platform 1

    middle left

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

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

  • Moving platform 2

    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.

  • Moving platform 3

    upper center

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

    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: Switch 3 and Switch 4.

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

  • Moving platform 5

    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.

  • Portal 1

    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.

  • Portal 2

    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.

  • 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 2

    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 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.

  • Fairy lamp 2

    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.

  • Fairy lamp 3

    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.

  • Stone box 1

    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.

  • Rolling stone 1

    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.

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 Rolling Fairy Portal?

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.

How many diamonds are required in The Rolling Fairy Portal?

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 Rolling Fairy Portal?

1 purple goo pool (lower left). 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 Rolling Fairy Portal?

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.