Ice · LEVEL 17 · Verified walkthrough
Change the upper pool between ice and water, weight the two middle passages, then share the bottom gates and ride the outer fans to the exits.
Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Ice Temple · 17 of 37 |
|---|---|
| Collectibles | 5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional. |
| Hazards | 1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 5 plates, 5 moving platforms, 2 fans, 3 stone boxes |
| Win condition | Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower left. Watergirl: lower right. |
Watergirl jumps right from her starting ledge onto the middle shelf. Jump onto the left crate for the high blue diamond, then jump back left onto the upper roof and walk past its lever. This turns the mirror towards the warm beam.
Fireboy jumps left onto the middle shelf and its right crate. Jump from the crate for the high red diamond. Jump right onto the upper roof and stand on green so Watergirl can enter the far-right corner.
Watergirl returns to the middle shelf and crosses the upper pool. Push the right crate onto the right bank, then jump onto it and up to the roof. Collect the blue diamond beyond the green shutter while Fireboy keeps green pressed.
Watergirl returns left across the pool. Jump upwards before steering left onto the upper roof, then walk past the lever again. Wait for the cold beam to freeze the pool. Fireboy can now cross left safely and jump onto the upper-left roof for its red diamond.
Fireboy drops around the left roof and through his middle lava pool, collecting its red diamond. Push the left crate onto the purple plate at the far left. Watergirl returns right, collects the diamond in her middle water pool, and pushes the right crate onto the orange plate. Leave both crates holding their plates.
The weighted plates move the middle passages aside. Fireboy walks through the left opening, then left along the inner shelf for its red diamond. Watergirl uses the right opening and walks right along its shelf for the blue diamond. Drop to the lower shelves underneath.
Fireboy drops into the bottom centre, lands on the third crate and jumps right onto the lower-right shelf for its red diamond. Watergirl uses the same centre crate to jump left for the remaining blue diamond. All ten diamonds are now collected.
Fireboy drops to the bottom floor on the right of the centre crate and pushes it left onto the yellow plate. Watergirl drops to the bottom floor and stands on the blue plate to the right. The crate opens the right passage; Watergirl opens the left one.
Fireboy jumps onto and over the weighted crate without pushing it off yellow. Continue left through the lowered blue gate and stop on the small raised stone before the fan shaft. Watergirl can now leave blue. Keep the crate on yellow for her right-hand passage.
Fireboy enters the left fan and Watergirl enters the right one. As each fan lifts the hero above the outer wall, steer outwards: left for Fireboy and right for Watergirl. Clear the wall and drop into the matching exit alcove. Either hero can finish 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.
upper 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.
This switch has no connected device in the current room.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
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 right
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.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 5.
upper right
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 3.
When powered, it moves left; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 4.
When powered, it moves right; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 6.
When powered, it moves down; when power is released, it returns.
lower right
This fan runs without a switch.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
lower left
This fan runs without a switch.
The air current pushes up. Stay in the stream until you can move onto a dry landing.
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.
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.
lower 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.
Change the upper pool between ice and water, weight the two middle passages, then share the bottom gates and ride the outer fans to the exits. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.
1 orange lava pool (middle left) and 2 blue water pools (middle center and middle right). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (upper left): 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 right): Controls Moving platform 1. 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. Switch 4 (middle right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (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 6 (lower center): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.