Fairies · LEVEL 7 · Verified walkthrough

The Fairy Switchback

Free the four coloured fairies, share the two left lifts, cross the high stepping stones and activate the three fans. Collect all ten diamonds before entering 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 Fairy Switchback, fairy level 7: 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 · 7 of 31
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 7 moving platforms, 4 fairies, 4 fairy lamps, 3 fans
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. Collect the bottom blue and free Yellow

    Watergirl walks through the bottom water pool to the blue diamond on its right. Fireboy jumps across that water pool from the dry edge, crosses his red pool and stands on the far-right white plate. It lowers the gate beside the yellow fairy.

  2. Board the lowered yellow lift together

    Guide the yellow fairy left through its open gate and along the bottom corridor into the yellow lamp on the left wall. The central yellow lift lowers. Fireboy returns across the red pool to the dry ground beside Watergirl. Each hero jumps left onto the yellow lift. Move the fairy a short distance right out of its lamp and wait for the lift to rise.

  3. Collect the next pair of diamonds

    Fireboy walks right for the red diamond beside the lift. Watergirl continues through the long water pool, collects its far-right blue diamond and stands on the white plate there. Keep her on that plate to open the blue fairy’s gate.

  4. Use Blue for the next shared lift

    Guide the blue fairy left through its gate into the blue lamp on the left wall. Its lift lowers above the red pool. Fireboy walks left to the dry edge and jumps onto the lift. Watergirl returns left through her water pool and jumps from the same dry edge onto it. Move the blue fairy a short distance right out of its lamp to raise both heroes.

  5. Free the red fairy from the far-right cage

    Fireboy walks right for the red diamond before the long shadow pool. Jump onto the first high stone, then use the three stepping stones to cross right above the pool. Drop from the rightmost stone onto the dry ground with the red diamond and white plate. Stand on that plate. Watergirl follows the same stepping stones, then jumps to the far-right ledge for its blue diamond.

  6. Open the red stair gate

    While Fireboy holds the upper white plate, guide the red fairy left through its gate. Continue left just beneath the bottoms of the floating stones and into the red lamp on the left wall. It lowers the red gate beneath the sloping staircase.

  7. Bring Watergirl to the upper-left staircase

    Watergirl returns left over the three stepping stones. Her jump across the middle stone collects the blue diamond above it. From the first stone, jump left to the long ledge beneath the sloping staircase. Walk left underneath the open red gate. Near the staircase’s left end, jump straight up briefly, then steer right onto its low step.

  8. Collect the upper-left blue and free Green

    Watergirl walks up the sloping staircase to the blue diamond near its upper end. Jump left onto the upper-left floor and stand on its white plate. This raises the gate beside the green fairy.

  9. Return Fireboy to the first fan

    Fireboy jumps from the upper white plate to the far-right ledge, then returns left over the floating stones. His jump toward the first stone collects the red diamond above it. Stop on that first stone beneath the left fan.

  10. Power all three fans

    Guide the green fairy right through its opened gate. Take it along the top passage, above the narrow vertical wall, then down on the right side of the middle floating stone. Turn left beneath that stone into the green lamp. All three fans start.

  11. Collect the final red and stage Fireboy

    Let the first fan lift Fireboy, then steer right from one fan to the next. Rise in the rightmost fan for the final red diamond. All ten diamonds are now collected. Move a little farther right and land at the left edge of the door ledge, stopping before the red door.

  12. Bring Watergirl through the fans

    Watergirl walks right off the upper-left floor onto the sloping staircase, then returns left along it and drops off its low end onto the ledge below. Walk right and jump toward the first floating stone to enter its fan. Steer right through the three fans and land beside Fireboy, just before the red door.

  13. Enter the matching upper doors

    Fireboy walks right into the red door. Watergirl continues farther right into the blue door. Either hero can enter first after all ten diamonds are collected.

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 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 1.

  • 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 Moving platform 4.

  • Switch 3

    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 Moving platform 5.

  • Switch 4

    upper 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 7.

  • Moving platform 1

    lower right

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

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

  • Moving platform 2

    lower center

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

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

  • Moving platform 3

    middle left

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

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

  • Moving platform 4

    lower right

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

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

  • Moving platform 5

    middle right

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

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

  • Moving platform 6

    middle left

    At least one of these inputs must be active: Fairy lamp 4.

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

  • Moving platform 7

    upper left

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

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

  • 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

    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 3

    middle 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 4

    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

    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.

  • 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 3. Moving the fairy away releases that signal.

  • Fairy lamp 3

    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 Fan 1, Fan 2, and Fan 3. Moving the fairy away releases that signal.

  • Fairy lamp 4

    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 6. Moving the fairy away releases that signal.

  • Fan 1

    upper center

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

    The air current pushes 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: Fairy lamp 3.

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

  • Fan 3

    upper center

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

    The air current pushes 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 Fairy Switchback?

Free the four coloured fairies, share the two left lifts, cross the high stepping stones and activate the three fans. Collect all ten diamonds before entering 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 Fairy Switchback?

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 Fairy Switchback?

2 orange lava pools (lower left and lower center), 2 blue water pools (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 Fairy Switchback?

Switch 1 (lower right): 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 2 (lower right): 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 3 (middle right): Controls Moving platform 5. 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 left): Controls Moving platform 7. 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.