Fairies · LEVEL 8 · Verified walkthrough

The Five Colour Gallery

Free the five fairies, use the cyan fairy to power the right fan, and share the pink fairy between the buttons and mounted levers. Collect all nine diamonds before moving cyan and pink into their gallery lamps and returning to the left-hand exits.

Level objective

Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Five Colour Gallery, fairy level 8: 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 · 8 of 31
Collectibles4 fire diamonds, 5 water diamonds. 0 marked diamonds required; 9 optional.
Hazards1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 levers, 5 plates, 12 moving platforms, 5 fairies, 6 fairy lamps, 1 fan
Win conditionBring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle left. Watergirl: middle left.

Step-by-step walkthrough

  1. Free the pink fairy

    Walk Watergirl across the bottom water pool, collecting its blue diamond. Stand on the pink button on the floor to the right. Drag the pink fairy out through its opened cage and into the clear space below. Fireboy waits on the starting floor.

  2. Start the right fan

    Guide pink around the stone shelves onto the cyan button on the upper-right ledge. Drag the freed cyan fairy out of its cage and down to the cyan lamp underneath the right fan. Leave cyan in this lamp while the heroes explore the right side.

  3. Free yellow and orange

    Put pink on the yellow button on the upper-middle shelf. Move yellow out of its cage and into the yellow lamp above the central gallery. Then put pink on the orange button on the high left shelf and guide the orange fairy into its matching lamp underneath the gallery.

  4. Free green and raise the right platform

    Guide pink through the green lever hanging down from the ceiling over the lower-left pocket. Move green through the opened gate into the green lamp above the gallery. Wait for that gate to settle, then guide pink through the white lever projecting left from the right wall. The white platform rises.

  5. Collect Watergirl’s lower-right diamond

    Walk Watergirl along the bottom floor to the blue diamond at the far right. Return to the left of the sloping fan support. Jump straight up before steering right onto that slope, then move into the fan. Steer left once above the middle-right shelf and land on it. Passing the wall lever lowers the white platform.

  6. Ride the white platform

    Move Watergirl toward the shelf’s right end and jump left onto the lowered white platform. Move pink away from the wall lever and back through it to raise the platform with Watergirl aboard. Wait until it stops.

  7. Collect the upper blue diamond

    Jump Watergirl left into the upper water pool, then jump left onto the shelf above it to collect the blue diamond. Return across the water pool to the white platform. Drop left onto the middle-right stone shelf, then jump left across to the gallery floor and collect the blue diamond at its right end.

  8. Lift Watergirl to the last blue diamond

    From the gallery’s right end, jump straight up and then steer left onto its roof. Walk left until the raised orange gate blocks the way. Put pink on the white button on the far-left roof to lower the upper-left platform. Jump upward before steering left onto that platform. Move pink off the button to raise it, then walk Watergirl left through the high blue diamond and let her land on the roof below.

  9. Bring Fireboy across the lower lava

    Fireboy walks right to the raised lava shelf. Jump straight up before steering right onto it, then walk through the lava to collect its red diamond. Near the right bank, jump upward before steering right onto the next ledge. Repeat from that ledge to reach the middle-right shelf.

  10. Collect the red diamond in the fan shaft

    Walk Fireboy toward the right end of the middle shelf. Move cyan out of its fan lamp, keeping it nearby below the fan. Walk Fireboy right off the shelf and let him fall through the red diamond onto the fan platform. Put cyan back into its lamp to lift him.

  11. Reach the upper-right red diamond

    Steer Fireboy left out of the fan onto the middle-right shelf. Passing the wall lever lowers the white platform. Move toward the shelf’s right end and jump left onto that lowered platform, then guide pink through the white lever to raise it. Jump right onto the high ledge and collect its red diamond.

  12. Return Fireboy to the gallery roof

    Walk Fireboy left onto the raised white platform. Move pink away from the wall lever and back through it to lower the platform. Step left onto the middle stone shelf and jump left across to the gallery’s right end. Jump straight up before steering left onto the roof.

  13. Collect the last red diamond

    Walk Fireboy left along the gallery roof toward the raised orange gate. Put pink on the far-left white button again to lower the upper-left platform. Jump Fireboy upward before steering left onto it. Walk left onto the roof and continue to the red diamond at its far-left end. Leave pink on the button so the platform stays down.

  14. Move Watergirl out of the left corner

    Watergirl walks to the right edge of the left roof. Jump straight up before steering right onto the lowered platform. Walk right onto the gallery roof, then continue past its right end and land on the gallery floor. Wait on the flat part to the right of the coloured barriers.

  15. Open all five gallery passages

    Fireboy follows the same route over the lowered left platform, across the roof and down to the gallery floor. Both heroes have finished using the fan. Guide pink into the pink lamp underneath the gallery and wait for its barrier to settle. Then move cyan into the cyan lamp above it. Leave yellow, orange and green in their matching lamps, and wait for all five barriers to finish moving.

  16. Return to both exits

    Walk both heroes left through the cleared gallery. Fireboy enters the red door and Watergirl enters the blue door on the left. Either hero can enter first. All nine diamonds can be collected before finishing.

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

    middle left

    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 6.

  • 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 7.

  • 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 Moving platform 8.

  • Switch 4

    middle right

    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 9.

  • Switch 5

    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 10.

  • Switch 6

    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 11.

  • Switch 7

    middle 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 12.

  • Moving platform 1

    middle left

    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 2

    middle left

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

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

  • Moving platform 3

    middle center

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

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

  • Moving platform 4

    middle center

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

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

  • Moving platform 5

    middle center

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

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

  • Moving platform 6

    lower left

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

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

  • Moving platform 7

    middle 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 8

    upper right

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

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

  • Moving platform 9

    middle right

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

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

  • Moving platform 10

    upper center

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

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

  • Moving platform 11

    upper left

    At least one of these inputs must be active: Switch 6.

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

  • Moving platform 12

    upper left

    At least one of these inputs must be active: Switch 7.

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

  • Fairy 1

    upper 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

    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 3

    lower 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 4

    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 5

    upper 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 lamp 1

    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 1. Moving the fairy away releases that signal.

  • Fairy lamp 2

    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 2. 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 Moving platform 3. Moving the fairy away releases that signal.

  • Fairy lamp 4

    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 4. Moving the fairy away releases that signal.

  • Fairy lamp 5

    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 5. Moving the fairy away releases that signal.

  • Fairy lamp 6

    lower right

    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. Moving the fairy away releases that signal.

  • Fan 1

    middle right

    At least one of these inputs must be active: Fairy lamp 6.

    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 Five Colour Gallery?

Free the five fairies, use the cyan fairy to power the right fan, and share the pink fairy between the buttons and mounted levers. Collect all nine diamonds before moving cyan and pink into their gallery lamps and returning to the left-hand exits. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Five Colour Gallery?

9 diamonds: 4 for Fireboy and 5 for Watergirl. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Five Colour Gallery?

1 orange lava pool (lower center) and 2 blue water pools (upper right and lower center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Five Colour Gallery?

Switch 1 (middle left): Controls Moving platform 6. 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 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. Switch 3 (upper right): Controls Moving platform 8. 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 Moving platform 9. 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 5 (upper center): Controls Moving platform 10. 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 6 (upper center): Controls Moving platform 11. 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 7 (middle left): Controls Moving platform 12. 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.