Fairies · LEVEL 9 · Verified walkthrough

The Maze of Lamps

Share the orange pressure plates, guide the yellow fairy around each floor and ride the three lifts to the top exits. This original dark maze has no diamonds.

Level objective

Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together.

The Maze of Lamps, fairy level 9: 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 · 9 of 31
Collectibles0 fire diamonds, 0 water diamonds. 0 marked diamonds required; 0 optional.
HazardsNo elemental pools in this room.
Mechanisms7 plates, 3 levers, 13 moving platforms, 1 fairy, 4 fairy lamps
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Open the two bottom gates

    Fireboy stands on the first orange plate, left of the first gate. Guide the fairy right through that gate. Watergirl follows and stands on the second orange plate, opening the gate farther right. Guide the fairy through it into the yellow lamp in the bottom-right corner.

  2. Ride the bottom-left lift together

    Keep Fireboy on his plate while Watergirl returns left through the first gate. She jumps onto the lowered lift at the far left; Fireboy follows. Move the fairy away from the bottom-right lamp and wait for the lift to carry both heroes to the next floor.

  3. Open the first raised passage

    Both heroes move right past the orange lever on this floor. Each entry toggles it, so have Fireboy step back through once more and leave it on. Wait for the gate to lower onto the raised stone, then jump both heroes over it. Fireboy stops on the orange plate beyond it.

  4. Hand off the middle gate

    While Fireboy holds that plate, Watergirl jumps over the next lowered gate and continues right across the cyan lever. She stops on the orange plate near the right end. Fireboy follows through the gate and waits just left of the cyan lever.

  5. Bring the fairy to the left lamp

    The cyan lever has moved the lower-right bridge out of the way. Guide the fairy up through that opening, then left through the gaps above the lowered gates into the yellow lamp against the left wall. This lowers the lift at the right end of the floor.

  6. Ride the right lift to the middle floor

    Watergirl jumps onto the lowered right lift. Fireboy walks right across cyan and joins her on it. Move the fairy away from the left lamp; the lift rises. Watergirl steps left onto the orange plate near the right end of the new floor, opening both middle gates.

  7. Bring the fairy into the middle corridor

    Fireboy crosses left through both open gates and activates the orange lever near the left end. It lowers the platform blocking the fairy’s route upwards. Guide the fairy right into that opening, up to the middle corridor, then right to the orange plate beside Watergirl. Fireboy returns right through the open gates.

  8. Ride the upper-right lift

    With both heroes on the right side, guide the fairy into the yellow lamp against the right wall above them. Wait for the upper-right lift to lower, then jump both heroes onto it. Move the fairy down away from the lamp and wait for the lift to carry them to the top floor.

  9. Bring the fairy above the last gates

    Watergirl stands on the top orange plate near the right end, lowering the gate farther left. Fireboy waits beside her. Return the fairy to the right-wall lamp to lower the empty lift, then guide it left into the shaft and upward. Fly left above the lowered gate, then down into the last yellow lamp beside the leftmost raised stone.

  10. Share the top plate and reach the doors

    Fireboy jumps left over the middle lowered gate and holds the orange plate on its other side. Watergirl follows; both continue left towards the final gate. Keep the fairy in the last lamp so that gate stays lowered. Jump over it to the door corridor. Fireboy walks left to the red door; Watergirl stops at the blue door. Either hero can enter 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

    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 2.

  • Switch 2

    lower 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 3.

  • Switch 3

    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 6.

  • Switch 4

    lower 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 6.

  • Switch 5

    lower 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 4.

  • Switch 6

    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 7 and Moving platform 10.

  • Switch 7

    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 8.

  • Switch 8

    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 12.

  • Switch 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 12.

  • Switch 10

    lower 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 13.

  • Moving platform 1

    lower 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

    lower 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 3

    lower right

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

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

  • Moving platform 4

    middle 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 5

    middle right

    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 6

    middle center

    At least one of these inputs must be active: Switch 3 and Switch 4.

    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 6.

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

  • Moving platform 8

    middle left

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

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

  • Moving platform 9

    upper right

    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 10

    middle center

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

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

  • Moving platform 11

    upper 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 12

    upper center

    At least one of these inputs must be active: Switch 8 and Switch 9.

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

  • Moving platform 13

    lower right

    At least one of these inputs must be active: Switch 10.

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

  • 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 lamp 1

    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 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 5. Moving the fairy away releases that signal.

  • Fairy lamp 3

    middle 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 Moving platform 9. Moving the fairy away releases that signal.

  • Fairy lamp 4

    upper 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 11. Moving the fairy away releases that signal.

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 Maze of Lamps?

Share the orange pressure plates, guide the yellow fairy around each floor and ride the three lifts to the top exits. This original dark maze has no diamonds. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together.

How many diamonds are required in The Maze of Lamps?

0 diamonds: . None are required to finish.

Which hazards are in The Maze of Lamps?

This room has no elemental pools.

What do the switches do in The Maze of Lamps?

Switch 1 (lower left): Controls Moving platform 2. 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 center): Controls Moving platform 3. 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 (lower right): Controls Moving platform 6. 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 (lower center): Controls Moving platform 6. 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 5 (lower left): Controls Moving platform 4. 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 6 (middle right): Controls Moving platform 7 and 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 7 (middle left): Controls Moving platform 8. 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 8 (upper right): 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. Switch 9 (upper center): 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. Switch 10 (lower right): Controls Moving platform 13. 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.