Ice · LEVEL 18 · Verified walkthrough

The Four Rolling Weights

Raise Watergirl with the red weight, route the water-pool ball to blue before lowering green, then release the last two weights and collect the diamond from the right lift.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.

The Four Rolling Weights, ice level 18: 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
CampaignThe Ice Temple · 18 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 4 moving platforms, 4 rolling stones, 11 ice strips
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.
ExitsFireboy: lower left. Watergirl: lower left.

Step-by-step walkthrough

  1. Board the left lift first

    Watergirl walks left along the bottom, jumps over the lava, then jumps left onto the foot of the long icy slope. Walk up the slope and onto the red lift at its lower position. Fireboy stays above until she is aboard.

  2. Release the red weight

    Fireboy walks left off the top roof onto the central icy valley. Move onto its dry left side, jump left to the upper-left ledges, and walk to the left of the ball. Push it right off its shelf. Wait as it rolls through the original narrow channel onto the red plate, raising Watergirl.

  3. Reach the ball in the water

    Watergirl jumps left from the raised lift onto the small icy ledge, then zigzags up the far-left steps to the upper-left roof. Walk down its right slope into the central valley. Move to the dry ridge at the right, jump across to the water-pool bank, and jump into the matching water to the right of its ball.

  4. Set blue before green

    Push the water-pool ball left until it clears the pool. Let it roll down the central ridge and through the channel beneath the pool. With green still unpressed, the raised middle platform guides it onto the blue plate. Wait until the bottom-left exit gate lowers. Releasing green first sends this ball into the wrong valley.

  5. Release the green weight

    Fireboy returns to the left end of his upper-left shelf, jumps onto the roof above it, then jumps right across the gap to the main top roof. Walk right down the icy slope and push the left of the two upper-right balls off its shelf into the gap. Let it roll onto green and lower the middle platform.

  6. Release the yellow weight

    Jump right from the gap onto the far-right shelf. Push its ball slightly up the right-hand slope, then jump back left and let the ball roll back down. Jump upward first, steer right over the ball, and land on its right side. Push it left off the shelf. It now rolls past the lowered middle platform into the yellow valley, lowering the far-right lift.

  7. Return Watergirl to the bottom

    Watergirl jumps back left from the pool, crosses the central valley, and jumps onto the upper-left roof. Descend the far-left steps to the broad ledge above the exits. From its left side, jump upward before steering right onto the ledge below the red lift. Jump across to the foot of the long icy slope and walk down it to the bottom-right side.

  8. Collect the diamond

    Jump over the bottom lava and walk to the lowered far-right lift. Jump onto it, then jump straight up through the diamond above. All four weights should remain on their plates.

  9. Take the lower exit passage

    Watergirl returns left, jumps over the lava and onto the icy slope, then walks up and off its left end onto the broad ledge above the exits. Walk right off that ledge and fall to the bottom passage. Walk left through the lowered blue gate to her door.

  10. Bring Fireboy down

    Fireboy jumps left out of the upper-right gap, walks back across the main roof, and drops into the central valley. From dry ground, jump left onto the upper-left roof, descend the far-left steps, and walk right off the broad ledge to the bottom passage. Walk left through blue to his door. Either hero may enter first; both doors are at the bottom left.

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

    middle right

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

    Controls Moving platform 1.

  • Switch 2

    middle center

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

    Controls Moving platform 2.

  • Switch 3

    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 4

    lower center

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

    Controls Moving platform 4.

  • Moving platform 1

    lower 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 2

    lower left

    At least one of these inputs must be active: Switch 2.

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

  • Moving platform 3

    middle right

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

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

  • Moving platform 4

    lower right

    At least one of these inputs must be active: Switch 4.

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

  • Rolling stone 1

    upper right

    Push from the side to start it rolling. Slopes and gravity then guide its motion.

    A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.

  • Rolling stone 2

    upper right

    Push from the side to start it rolling. Slopes and gravity then guide its motion.

    A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.

  • Rolling stone 3

    upper center

    Push from the side to start it rolling. Slopes and gravity then guide its motion.

    A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.

  • Rolling stone 4

    upper left

    Push from the side to start it rolling. Slopes and gravity then guide its motion.

    A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.

If you get stuck

Check the unfinished objective

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 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.

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 Four Rolling Weights?

Raise Watergirl with the red weight, route the water-pool ball to blue before lowering green, then release the last two weights and collect the diamond from the right lift. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together.

How many diamonds are required in The Four Rolling Weights?

1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.

Which hazards are in The Four Rolling Weights?

1 orange lava pool (lower center) and 1 blue water pool (upper center). 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.

What do the switches do in The Four Rolling Weights?

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

Why can’t I jump from the ice in The Four Rolling Weights?

This level has 11 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.