Ice · LEVEL 23 · Verified walkthrough
Use the freeze mirror to make both pools safe, then send Fireboy to the orange plate so Watergirl can collect the diamond from its lowered chamber. Return along the original ledges to the two left-hand exits.
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 middle left. Both heroes must be at their own doors together.

| Campaign | The Ice Temple · 23 of 37 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional. |
| Hazards | 1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 5 moving platforms, 6 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 middle left. Both heroes must be at their own doors together. |
| Exits | Fireboy: lower left. Watergirl: middle left. |
Watergirl walks across the bottom to the green plate near the right end and stays there. Its two shutters open the path to the high mirror. Drag the optical knob to about 37% of its track, measured from the left end, and fine-tune until the pale beam freezes the bottom pool. Then set it near 57% to freeze the upper pool too.
Fireboy crosses the frozen bottom pool and stops on the dry bank just beyond its right edge. Jump mostly straight up, then steer right onto the long lower-right platform. Move to that platform’s left edge and jump left onto the small central point. From there, jump straight up first, then steer right onto the little shelf above.
Jump right onto the next shelf, then walk to its dry right end, just before the icy slope. Jump straight up beside the overhang and steer right near the top of the jump to land on its upper sloping surface. Walk up that slope toward the right wall, then jump left onto the upper pool’s right bank. Cross the frozen pool to its dry left bank.
Fireboy jumps left onto the upper lava ledge and crosses the lava to the orange plate at the far left. Stay on that plate: it lowers the floor of the diamond chamber on the right.
Watergirl leaves the green plate and uses the same dry-bank jump to reach the long lower-right platform. Walk toward its right end, then make a short jump into the lowered chamber. From its moving floor, jump straight up to collect the diamond. Fireboy must keep holding the orange plate until Watergirl has returned left out of the chamber.
Walk left to the lower-right platform’s edge. Repeat Fireboy’s alternating central jumps and the vertical-first jump onto the upper right-hand slope. Jump left onto the upper pool and cross its frozen surface to the dry left bank.
Walk left down the short upper ramp and drop onto the broad middle-left shelf. Step off that shelf’s left edge, then turn right while falling onto the icy slope below. Continue right to the small dry flat at the slope’s top. Jump right onto the isolated ledge with the blue exit and wait there.
Fireboy leaves the orange plate, crosses the lava to the right and drops from the ledge onto the upper pool’s left bank. Follow Watergirl’s descent to the dry flat above the left icy slope. Jump right onto the blue-exit ledge, then step off its left edge and drop onto the pink plate on the lower floor. Walk right along that floor to the red exit.
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 right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1 and Moving platform 2.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
lower left
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 1.
When powered, it moves down; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 1.
When powered, it moves up; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 2.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 3.
When powered, it moves right; when power is released, it returns.
lower left
At least one of these inputs must be active: Switch 4.
When powered, it moves up; when power is released, it returns.
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.
Use the freeze mirror to make both pools safe, then send Fireboy to the orange plate so Watergirl can collect the diamond from its lowered chamber. Return along the original ledges to the two left-hand exits. 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 middle 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 (upper left) and 2 blue water pools (upper center and lower 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 (lower right): Controls Moving platform 1 and Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (upper left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper left): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower left): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This level has 6 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.