Elements · LEVEL 30 · Verified walkthrough

The Ice Counterweights

Use the blue lift to reach the lower cyan plate, release the crate from its holder and put it on the right counterweight. Raise Watergirl for the upper diamonds, then use the crate to hold the green exit plate. Both heroes must leave the ice before making the final jumps.

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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Ice Counterweights, elements level 30: 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
CampaignElements · 30 of 39
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 5 moving platforms, 1 stone box, 15 ice strips
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. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Reach the blue plate

    Fireboy drops from the right edge of the starting ledge, moves left for the red diamond and follows the ice ramp down. Move right to the lower blue lift. Jump straight up beside its left edge, then steer right onto the plate above it to collect another red diamond and lower the lift.

  2. Hold the lower cyan plate

    Watergirl follows the same descent and collects the blue diamond over the green plate. Walk onto the lowered blue lift, collect the blue diamond at the bottom left, then cross the water and stand on the cyan plate to the right. The cyan platform raises the crate in the upper chamber.

  3. Release the crate

    Fireboy leaves the blue plate and climbs the left-hand route. Jump left onto the ice slope, move fully against the left wall, then jump right onto the dry shelf. At the top of the next icy ramp, jump straight up before steering right onto the upper floor. Collect the red diamond, cross the gap and push the raised crate right onto the stone bank. Keep it clear of the suspended deck for now.

  4. Bring Watergirl back up

    Fireboy drops onto the left counterweight for the central red diamond, then returns to the blue plate. Watergirl leaves the cyan plate and stands on the blue lift. Fireboy steps off his plate to raise her. Watergirl jumps from the lift floor onto the left counterweight and waits.

  5. Load the right counterweight

    Fireboy climbs the left shelves again, crosses the upper gap and jumps up-right onto the small high shelf. Jump right to the parked crate. Push it fully off the bank onto the right suspended deck, stopping on the stone bank. The crate lowers that deck and raises Watergirl on the left.

  6. Collect the upper blue diamonds

    Watergirl jumps right from her raised deck. Jump straight up before steering right onto the high shelf for its blue diamond. Jump right towards the outer diamond and land on the crate on the lowered deck. Jump left again to collect the blue diamond over the long middle floor.

  7. Hold the exit open

    Watergirl waits well to the left of the green plate. Fireboy steps onto the crate on the right deck, jumps to the outer bank and gets behind it. Push the crate left along the long floor until it rests on the green plate. Leave it there to hold the upper exit gate open.

  8. Collect the last red diamond

    Watergirl jumps over the parked crate and returns to the blue plate above the lift. Fireboy rides down, walks right for the red diamond and returns to the lift. Watergirl steps off her plate to raise him.

  9. Climb the left side together

    Each hero jumps left over the parked crate, lands on the ice slope and moves fully against the left wall before jumping right onto the dry shelf. Climb the next ramp, jump straight up and steer right onto the upper floor. Take turns so both heroes have space to land.

  10. Make the final dry take-off

    Walk past the right edge of the small overhead ledge. Jump straight up until clear of its corner, then steer left onto it. Move to its dry left end before jumping left through the open green gate. Fireboy enters the red door and Watergirl enters the blue door; either 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.

    Controls Moving platform 4.

  • Switch 2

    lower right

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 3.

  • Switch 3

    lower center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 5.

  • Moving platform 1

    lower center

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 2

    middle right

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 3

    middle 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

    upper left

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

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

  • Moving platform 5

    lower center

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

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

  • Stone box 1

    middle right

    Walk against its side to push it along its supporting surface.

    A box can provide a step, load a counterweighted lift, or hold a pressure plate where the room’s layout allows. Follow the room route before moving it.

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.

A pulley is moving the wrong way

Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.

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 jump does not start on ice

Move completely onto a dry stone edge, let the hero settle, release Jump, and press it again. Fireboy keeps sliding, so start braking before the edge.

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 Ice Counterweights?

Use the blue lift to reach the lower cyan plate, release the crate from its holder and put it on the right counterweight. Raise Watergirl for the upper diamonds, then use the crate to hold the green exit plate. Both heroes must leave the ice before making the final jumps. 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Ice Counterweights?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Ice Counterweights?

2 blue water pools (lower left and lower right). 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 Ice Counterweights?

Switch 1 (lower left): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower center): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

Why can’t I jump from the ice in The Ice Counterweights?

This level has 15 ice strips. Neither hero can jump while standing on ice. Move onto the dry stone edge first; Fireboy slides farther, while Watergirl moves more slowly on ice.