Ice · LEVEL 18 · Verified walkthrough
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.

| Campaign | The Ice Temple · 18 of 37 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional. |
| Hazards | 1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 4 moving platforms, 4 rolling stones, 11 ice strips |
| Win condition | 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. |
| Exits | Fireboy: lower left. Watergirl: lower left. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
middle center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 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.
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 left
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
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.
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.
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.
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.
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.
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.
1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.
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.
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.
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.