Ice · LEVEL 10 · Verified walkthrough
Move the upper crate onto the right beam switch, raise the central diamond lift, then use the lower crate to open the exits.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.

| Campaign | The Ice Temple · 10 of 37 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional. |
| Hazards | 1 lava pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 5 plates, 6 moving platforms, 2 stone boxes, 4 ice strips |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. |
| Exits | Fireboy: lower center. Watergirl: lower right. |
Walk along the bottom to the small right ramp. Jump left onto the exit roof and climb the two ledges above it. Rise before steering around their edges. Cross the red pool and jump left to the green lever on the top walkway.
Jump over the upper crate to its left side. Push it right along the top walkway until it falls into the red pool. Fireboy crosses the lever again during this push, returning it to its starting position.
Jump to the right of the crate and push it left out of the pool onto the middle ledge. Climb back onto that ledge and jump over the crate to its left. Push it right again so it falls onto the lower ledge and rolls toward the right pressure plate. Give it a final push onto the plate, then jump back left before its shelf slides across.
Fireboy climbs back past the red pool and switches the green lever on again. Return down the right ledges, alternating their open edges, and walk left onto the central lift below the white diamond.
Watergirl climbs the small left ramp. Step onto its dry upper end before jumping to the lower ledge. Jump onto the long ice slope, walk up to its dry upper section and jump right onto the central left ledge. From its right side, jump left onto the higher sloping walkway and stand on its pressure plate.
Keep Watergirl on the left plate and the crate on the right plate. The beam reaches its receiver and raises Fireboy into the central chamber. Jump straight up from the raised lift to collect the white diamond.
Watergirl leaves the beam plate to the right and drops onto the central left ledge. Walk left and jump onto the purple plate above the lower crate. Wait there while its supporting shelf withdraws and the crate drops onto the small ramp below.
Drop down the outside left edge onto the mirror housing. Jump right onto the small ramp beside the crate, then push the crate down to the bottom floor. Get to its left side and push it onto the orange plate below the exits. Step away and let the crate settle while the gate lowers.
Bring both heroes to the bottom floor beside the weighted orange plate. Jump onto the crate, then right onto the exit floor and through the lowered gate. Reach the matching doors in either order.
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.
upper center
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.
This switch has no connected device in the current room.
upper center
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 3.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 6.
lower center
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 2.
When powered, it moves left; when power is released, it returns.
middle left
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
lower center
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 5.
When powered, it moves left; 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.
middle left
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.
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.
Count the ring-marked diamonds still visible. All 1 are required before both matching doors can finish this room; each hero collects their own color.
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.
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.
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.
Move the upper crate onto the right beam switch, raise the central diamond lift, then use the lower crate to open the exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.
1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.
1 orange lava pool (middle right). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (upper center): This switch has no connected device in the current room. 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 (upper center): 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 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (middle right): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (upper left): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This level has 4 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.