Ice · LEVEL 19 · Verified walkthrough
Lower both crates onto the bottom pressure plates, hold the upper-left plate for the diamond, then reuse the crates as steps to reach the two right-hand exits.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together.

| Campaign | The Ice Temple · 19 of 37 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional. |
| Hazards | 2 purple goo pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 5 moving platforms, 2 stone boxes, 12 ice strips |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. |
| Exits | Fireboy: lower right. Watergirl: middle right. |
Walk to the dry bottom-left slope, jump right onto the lowest diagonal ledge, and move slightly back down it before jumping left onto the wall ledge. Jump right onto the next shelf. Jump upward before steering right, walk onto the dry end of the slope, and jump onto its higher tip. Jump left to the upper shelf and walk left onto the red plate.
Fireboy walks right to the foot of the long central staircase, jumps left onto its low end, and walks uphill to the first vertical step. Jump left up the remaining steps, then jump right onto the central crate shelf.
Fireboy jumps over the central crate to its right side and pushes it left off the shelf. Let it tip and roll down the staircase. Move down and right ahead of it, then wait for it to reach the bottom floor. Push it left onto yellow, stopping early enough for it to settle on the plate.
Fireboy walks right onto purple and stays there. Purple retracts both horizontal panels, including the floor immediately left of the right-hand crate. Watergirl can now leave red.
Watergirl moves to the dry right end of her shelf and jumps right onto the icy upper slope. Walk across the crest to dry ground before the first green pool. Jump each green pool separately, landing on dry stone between them. Continue right and drop beyond the roof onto the right-hand crate floor.
Watergirl pushes the right-hand crate left into the open shaft. Stop on the floor to its right and wait for the crate to fall. Follow it down, landing on top of it. Walk left off it and let Watergirl reach the bottom floor.
From the crate’s left side, Watergirl pushes it right onto blue. Leave both crates holding their plates. Walk left to the yellow crate, jump onto it, then jump left over the narrow compartment wall. Drop to the left-hand floor and repeat the stair climb to the upper red plate. Hold red.
Fireboy leaves purple. Jump onto the yellow crate, jump left over the compartment wall, and repeat the left-hand stair climb. From the dry upper-left shelf, jump onto the roof, cross both green pools with separate jumps, and drop down the right side. Watergirl continues holding red while the crates hold yellow and blue.
From the right-hand floor, Fireboy jumps left onto the sloping ledge above. Walk left through the three raised gates into the diamond chamber. Collect the diamond, return through the gates, and drop back onto the right-hand exit floor. Only then should Watergirl release red.
Watergirl walks right off red to the high tip of the next left-hand ledge. Jump right into the narrow gap and land on the compartment wall below. Jump right again, clear the yellow crate, and walk along the bottom to purple. Hold it until Fireboy has descended the reopened shaft.
Fireboy walks left from the right-hand floor into the open shaft and drops to the bottom. The diamond is already collected, so the blue crate can move now. Push it right toward the tall wall separating the red door, then let it settle against the wall’s sloping foot.
Fireboy jumps onto the tilted crate and jumps right over the wall into the red-door compartment. He can enter his door now or wait just inside the compartment until Watergirl is ready.
Watergirl leaves purple, walks left to the yellow crate, jumps onto it, and jumps left over the compartment wall. Repeat the left-hand stair climb, then jump from dry ground onto the upper roof.
Cross the two green pools with separate jumps from dry ground. Walk off the roof’s right edge and drop onto the floor containing Watergirl’s blue door. Enter it. Fireboy enters his lower red door if he has waited.
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.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
lower 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 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 and Moving platform 5.
middle right
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 4.
When powered, it moves left; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 4.
When powered, it moves right; when power is released, it returns.
middle 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.
middle right
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.
Lower both crates onto the bottom pressure plates, hold the upper-left plate for the diamond, then reuse the crates as steps to reach the two right-hand exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together.
1 diamond: 1 for either hero. 1 ring-marked diamond is required to finish.
2 purple goo pools (upper center). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (lower center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower 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 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 and Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This level has 12 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.