Fairies · LEVEL 7 · Verified walkthrough
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.

| Campaign | Fairy Tales · 7 of 31 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 7 moving platforms, 4 fairies, 4 fairy lamps, 3 fans |
| Win condition | 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. |
| Exits | Fireboy: upper right. Watergirl: upper right. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
lower right
At least one of these inputs must be active: Switch 1.
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.
When powered, it moves down; when power is released, it returns.
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.
lower right
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: Switch 3.
When powered, it moves down; when power is released, it returns.
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.
upper left
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
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.
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.