Ice · LEVEL 1 · Verified walkthrough
Learn the shared lifts and block puzzle before the separate ice tutorial. Cross the pools, help each other climb, and reach both upper exits.
Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Ice Temple · 1 of 37 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 1 lava pool, 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 2 plates, 2 moving platforms, 1 stone box |
| Win condition | Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper right. Watergirl: upper right. |
Fireboy begins on the bottom floor. Watergirl drops from the RIGHT edge of her starting ledge. Head right: Fireboy can walk through orange lava but jumps over blue water; Watergirl jumps over orange lava and walks through blue water. Collect each hero’s matching diamond above the pools. Make running jumps from the dry banks.
Stand just LEFT of the raised stone at the right wall. Jump straight UP, then steer RIGHT near the top of the jump. From that step, jump LEFT onto the higher return walkway. Moving toward the step too early can hit its underside.
Follow the upper walkway left to the dry bank beside the purple pool. Jump LEFT across the whole pool; goo is dangerous to both heroes. Continue left to the yellow lever.
Walk past the yellow lever and leave it ON, lowering the lift at the far left. The second hero can toggle the lever again when passing, so check the ON label before moving away. Cross the lever again if necessary.
Approach the lowered yellow lift from its RIGHT side. Jump straight UP, then steer LEFT onto its top. Move toward the middle of the lift to clear the overhead shelf. Jump UP again, then steer RIGHT onto the next walkway. Both heroes make these two separate jumps. Fireboy collects the orange diamond beside the lower purple plate.
One hero holds the lower purple pressure plate. The partner follows the walkway right, collecting the blue diamond as Watergirl, then JUMPS onto the lowered purple lift at the far wall. The hero on the plate steps off to raise the rider. Once the lift stops, the rider jumps LEFT onto the higher ledge.
The upper hero stands on the upper purple plate to lower the same lift. The partner follows the lower walkway right and JUMPS onto it. Step off the upper plate to raise the partner, who then jumps LEFT onto the ledge. Either hero can ride first.
Follow the upper corridor left and push the block from its RIGHT side. Push it off its starting shelf, then keep pushing LEFT until it stops beside the tall left ledge. Each hero jumps onto the block and then LEFT onto the ledge. Watergirl visits the left wall for her blue diamond.
Jump RIGHT from the tall left ledge onto the small upper shelf. Fireboy collects its orange diamond. Follow the upper path right and collect the remaining matching diamonds. Fireboy enters the orange door and Watergirl enters the blue door. Both exits finish the room; all eight diamonds earn a perfect clear.
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.
Controls Moving platform 1.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
middle left
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns. It waits 0.75 seconds before returning.
middle right
At least one of these inputs must be active: Switch 2 and Switch 3.
When powered, it moves down; when power is released, it returns.
upper center
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.
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.
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.
Learn the shared lifts and block puzzle before the separate ice tutorial. Cross the pools, help each other climb, and reach both upper exits. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
1 orange lava pool (lower center), 1 blue water pool (lower right), and 1 purple goo pool (lower right). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle left): Controls Moving platform 1. 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. Switch 2 (middle right): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.