Ice · LEVEL 27 · Verified walkthrough
Use the crate to reach the high red diamond and hold blue, then combine the mirror lever with green and purple to freeze the bottom pool before Fireboy crosses it.
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 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | The Ice Temple · 27 of 37 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 1 lava pool, 3 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 1 lever, 3 plates, 3 moving platforms, 1 stone box, 6 ice strips |
| Win condition | 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 8 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: lower left. Watergirl: lower left. |
Drag the optical dial to its right end so its knob does not block the left passage. Watergirl walks left onto blue. Fireboy passes the opened upper gate, walks to the upper ledge’s left edge, and jumps down left. He takes over blue while Watergirl moves to the dry floor just right of the plate.
Watergirl jumps right onto the sloping upper ledge, passes the gate held by Fireboy, and crosses her matching water for the blue diamond. Jump onto and over the crate to its right side. Push it left across the upper floor and down the slope. Stop before following it all the way left; let it roll and settle beneath the high red diamond, leaving space on its left.
Fireboy jumps onto the crate and jumps again toward the high red diamond. Step left off the crate, land between it and the mirror housing, and push right until the crate holds blue. Leave it there. Watergirl climbs the left slope again and crosses the matching upper pool to wait just left of the green gate.
Fireboy jumps over the weighted crate onto the lower passage, clearing the dial knob with another jump. Walk right through the matching lava for its red diamond, then drop beyond the right wall to the closed purple panel. Jump left onto the pointed lower hill, then left again onto the long middle arch.
Fireboy walks to the dry left end of the long arch. Jump upward before steering right onto the shelf above. Cross that shelf for the middle red diamond and stand on green at its right end. This opens Watergirl’s upper gate.
Watergirl passes through the green gate and drops down the open right-hand shaft onto the purple panel. Walk left over the pointed hill and down its other side to collect the blue diamond on the lower central floor. Return right to the hill, jump onto it, then jump left onto the long arch.
Watergirl walks to the dry left end of the arch and jumps out left through the blue diamond, landing in her matching pool. Walk right out of the pool and drop to the bottom floor. Continue right onto purple and stay there, opening the right-hand shaft.
Fireboy leaves green, walks off the upper shelf’s left end onto the arch, and walks right off the arch onto the lower central floor. Walk left to physically touch the yellow lever. It rotates the two left mirrors so the beam travels up the left wall and across the ceiling. The weighted blue plate keeps the first beam gate open.
Drag the optical dial from its right end to a little left of its midpoint, until the upper-right mirror points the arriving beam straight down the right-hand shaft. Fireboy climbs the pointed hill and the long arch again, then uses the left-hand jump to return to green. Watergirl continues holding purple.
With blue held by the crate, green held by Fireboy, and purple held by Watergirl, the beam passes both upper gates and the open shaft. Wait until the bottom-right pool visibly freezes before moving Fireboy toward it. It stays frozen when green is released.
Fireboy leaves green, drops from the shelf’s left end onto the long arch, and walks right down the hill and through the open purple gap. Land on the frozen bottom pool and walk left to purple. Watergirl can now leave the plate.
Watergirl walks right along the frozen pool for its blue diamond, then returns left to her blue door or waits near the pool. Fireboy leaves purple, walks left beneath the central ramp, and jumps right onto that ramp for the last red diamond.
Fireboy walks left off the ramp, lands on the bottom floor, and continues to his red door. Watergirl enters her blue door if she has waited. All eight diamonds are collected; the crate, mirrors, gates, and frozen pool remain in their live states.
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
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.
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 left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
lower center
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
upper right
At least one of these inputs must be active: Switch 2.
When powered, it moves up; when power is released, it returns.
upper center
At least one of these inputs must be active: Switch 3.
When powered, it moves up; when power is released, it returns.
lower right
At least one of these inputs must be active: Switch 4.
When powered, it moves left; when power is released, it returns.
upper 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.
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.
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 crate to reach the high red diamond and hold blue, then combine the mirror lever with green and purple to freeze the bottom pool before Fireboy crosses it. 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 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.
1 orange lava pool (middle right) and 3 blue water pools (upper center, lower left, and lower 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 (lower center): 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 (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 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 (lower center): Controls Moving platform 3. 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.