Fairies · LEVEL 8 · Verified walkthrough
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.

| Campaign | Fairy Tales · 8 of 31 |
|---|---|
| Collectibles | 4 fire diamonds, 5 water diamonds. 0 marked diamonds required; 9 optional. |
| Hazards | 1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 levers, 5 plates, 12 moving platforms, 5 fairies, 6 fairy lamps, 1 fan |
| Win condition | 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. |
| Exits | Fireboy: middle left. Watergirl: middle left. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
lower left
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 3.
When powered, it moves left; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 6.
When powered, it moves right; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 7.
When powered, it moves down; when power is released, it returns.
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.
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
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 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 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.
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.
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.
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.
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.
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.
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.
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 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.
9 diamonds: 4 for Fireboy and 5 for Watergirl. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.
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.
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.