Shrek 2 Remastered Fairy Godmother's Walkthrough
Chapter 7 walkthrough for Shrek 2 Remastered: laser corridors, Lil' Red's Hero Time, the potion puzzle, Prince Charming and all 12 Magic Beans.
Fairy Godmother's is Chapter 7: sneak through laser corridors, solve the potion factory puzzle, survive Lil' Red's treadmill Hero Time and beat Prince Charming. The level has 12 Magic Beans, 7 Snapshots and a 6/10 difficulty.
Fairy Godmother's is the first chapter that feels like a villain lair. The potion factory is full of laser beams, conveyor belts and display cases, and the level ends with a two-part boss chase. It is also the last chapter before the game takes away your main party.
The chapter has a lot of backtracking if you want every bean. Several beans sit in display cases that only open during specific puzzle states, and one is behind a door that closes after the Prince Charming fight.
Route overview
- Enter the factory and avoid the sleeping bear.
- Cross the first laser corridor using crystal balls.
- Solve the vault and start Lil' Red's Hero Time.
- Complete the potion puzzle with all four characters.
- Fight Prince Charming on the conveyor.
- Escape the rolling cauldron.
The route is linear, but the factory has side rooms with beans. The side rooms are safe before the boss; after the boss, the chapter moves to the escape sequence and you cannot go back.
Laser corridors
The laser corridors are timing puzzles. Blue lasers damage you; crystal balls deflect them. Pick up a crystal ball, stand in the beam's path and the ball redirects the light into a receiver.
The first corridor has two beams and one receiver. Deflect the left beam first, then the right. If you cross the beams before deflecting them, the alarm summons knights.
The knights are tough but not unkillable. If you trigger the alarm, switch to Shrek and throw them into each other. The alarm does not fail the chapter, it just adds a fight.
The vault and Lil' Red's Hero Time
The vault door opens after you deflect both beams. Inside, Lil' Red starts her Hero Time against Fairy Godmother. The sequence is a treadmill chase with wooden boxes.
Lil' Red throws apples at the boxes to knock them out of the way. The prompts are rhythmic, and the treadmill speeds up in the second half. Missing a box slows you down but does not fail the sequence.
The Hero Time ends when Lil' Red reaches the end of the treadmill. The Snapshot is awarded at the end, not for a perfect run.
The potion puzzle
The potion room is the chapter's main puzzle. It requires all four characters: Shrek lifts a heavy ingredient, Donkey breaks a lock, Puss crosses a tightrope and Lil' Red throws an apple into a cauldron.
The puzzle has three steps:
- Shrek places the heavy ingredient on the platform.
- Donkey Burro Blasts the locked cabinet to release the catalyst.
- Puss crosses the tightrope to the upper lever and drops the final ingredient.
If a step does not trigger, check that you are controlling the right character. The AI will not solve the puzzle for you, even if the character is in the party.

Prince Charming boss
Prince Charming fights on a conveyor belt. He starts invulnerable, and the conveyor sends four guards at you. Defeat the guards, then hit Charming when his shield drops.
The pattern repeats three or four times. Each cycle adds one more guard and shortens the vulnerable window. Lil' Red's apples are the best tool because they hit at range and stagger him.
When Charming's health is low, he pulls a lever and releases a giant rolling cauldron. The fight ends and the escape sequence begins. You cannot damage him during the escape; just run.
The cauldron escape
The escape is a side-scrolling chase. The cauldron rolls behind you, and the path is blocked by fumes, gaps and obstacles. Jump the gaps, avoid the green fumes and do not stop to fight the guards.
The camera pulls back during the chase, which makes the jumps look shorter than they are. Jump at the edge of the platform, not early.
If the cauldron catches you, the sequence restarts at the last checkpoint. The checkpoints are generous, so a death costs a few seconds.
All 12 Magic Beans
- Past the sleeping bear.
- Behind the counter in the first room.
- In the display case in the second room (left).
- In the display case in the second room (right).
- In the corridor past the first lights.
- In the display case before the second lights (left).
- In the display case before the second lights (right).
- Right before Lil' Red's Hero Time.
- On top of the potion room.
- Next to the door near the vat.
- In the next room after Charming runs away.
- Next to the TNT in that room.
Beans 3, 4, 6 and 7 are inside display cases. The cases open when you deflect the nearby laser, not when you smash them. If a case is closed, find the crystal ball and redirect the beam.
Snapshots and level end
The chapter has 7 Snapshots. The beans make one, the laser puzzle makes one, the Hero Time makes one and the boss makes the rest.
The chapter ends after the cauldron escape. There is no free roam after the boss, so collect the side-room beans before starting the Prince Charming fight.
Prison Break forces a weak party, so read the Wolf-led route → before you lose a run to the searchlights.
FAQ
How many Magic Beans are in Fairy Godmother's?
There are 12. Four are inside display cases that open when you deflect a laser.
How do you beat Prince Charming?
Defeat the four guards on the conveyor, then attack Charming when his shield drops. Repeat the cycle three or four times, using Lil' Red's apples for range.
How do you solve the potion puzzle?
Use Shrek to place the heavy ingredient, Donkey to break the cabinet lock, and Puss to cross the tightrope and pull the lever.
Can you go back after the boss?
No. The cauldron escape ends the chapter. Collect the side-room beans before starting the Prince Charming fight.
Sources
Official source: Shrek 2 Remastered official site ↗
- Steam store page ↗ for the chapter list.
- Shrek Wiki: Fairy Godmother's ↗ for the original factory layout.
- Wikipedia: Shrek 2 (video game) ↗ for the 2004 boss structure.

