Ice · LEVEL 33 · Verified walkthrough

The Four Floor Lift

Ferry both crates to the upper pressure plates, collect the diamond through the opened bottom passage, then lower the yellow crate and reuse it to hold Watergirl’s exit gate.

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 Floor Lift, ice level 33: 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 · 33 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards2 lava pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 4 plates, 9 moving platforms, 2 stone boxes, 7 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. Share the lift controls

    Fireboy goes left to the bottom lever. Watergirl waits in the middle of the lowest lift. Fireboy touches the lever to raise her to the first landing. For each later change, Fireboy steps clear of the lever and touches it again. Let the lift finish before transferring a passenger or crate.

  2. Climb one floor at a time

    Watergirl steps onto the stone landing to the right of the shaft. Fireboy lowers the lifts. Watergirl boards the next deck, and Fireboy raises it. Repeat until she reaches the floor with the right-hand crate.

  3. Load the upper crate

    Watergirl jumps onto and over the right-hand crate, lands beyond it, and pushes it left onto the lift. Release the push early and let the crate settle near the middle of the shaft; it keeps rolling briefly. Jump onto the centered crate before Fireboy raises the lift.

  4. Weight the yellow plate

    At the top, jump left off the crate and land on the upper-left ledge. Push the crate right across the lift onto yellow. Leave the crate there so the diamond pocket’s floor stays retracted.

  5. Return for the lower crate

    Watergirl rides down one floor, steps right onto stone while Fireboy resets the decks, then rides down again to the lower crate’s floor. Push that crate left until it is clear of the low lava ledge above it. Jump over it to reach its left side.

  6. Raise the second crate to the middle floor

    Push the crate right toward the shaft, release early, and let it settle centrally on the lift. Jump onto it and have Fireboy raise the deck. Jump off to the left, land on the middle ledge, and push the crate onto the right-hand landing.

  7. Move the second crate to purple

    Fireboy lowers the empty decks. Watergirl jumps over the crate to its right side, pushes it left onto the next deck, and lets it settle in the shaft. Ride it up. Jump onto the upper-right ledge, then push the crate left onto purple. Stop early enough that it stays on the plate.

  8. Hold the lower passage open

    Watergirl jumps over the purple crate and walks left onto the upper green plate. The two crates continue holding yellow and purple. Fireboy walks right along the bottom, jumps onto the lowered green panel, and passes between the separated panels and through the retracted purple gate.

  9. Collect the diamond

    Fireboy continues to the raised stone in the far-right bottom corner. Jump left from that raised corner, through the open floor of the diamond pocket, collecting the diamond and landing inside. Jump back out to the right.

  10. Return Fireboy to the lever

    Keep Watergirl on green while Fireboy jumps left onto the lowered panel and walks back through the bottom passage. Return to the lever area. Only then should Watergirl leave green.

  11. Recover the yellow weight

    Watergirl jumps over the purple crate, crosses the shaft, and jumps to the right side of the yellow crate. Push yellow’s crate left onto the lift, let it settle, and jump onto it. Fireboy lowers it one floor. The diamond pocket can now close safely.

  12. Lower the weight to the door floor

    Walk left off the crate and let Watergirl drop onto the same floor. Push the crate onto the right landing and keep Watergirl fully clear of the shaft while Fireboy raises the empty decks. Jump over the crate, push it back left onto the next deck, ride it, and have Fireboy lower it. Repeat this transfer once more to reach Watergirl’s door floor.

  13. Weight the final green plate

    Watergirl walks left off the crate, then pushes it right across the shaft and toward the step down on the far-right side. Release the push and let it roll down onto the green plate. This lowers the gate in Watergirl’s left-hand exit corridor. Leave the crate holding it.

  14. Enter both left-hand doors

    Watergirl returns left across the lift shaft and through the lowered gate to her blue door. Fireboy walks left from the lever to his bottom red door. Either hero can enter first once the final crate holds green.

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

    lower left

    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.

    Controls Moving platform 1, Moving platform 2, Moving platform 3, and Moving platform 4.

  • Switch 2

    upper center

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

    Controls Moving platform 5.

  • Switch 3

    upper left

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

    Controls Moving platform 6.

  • Switch 4

    upper left

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

    Controls Moving platform 7 and Moving platform 8.

  • Switch 5

    lower right

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

    Controls Moving platform 9.

  • Moving platform 1

    lower center

    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

    middle center

    At least one of these inputs must be active: Switch 1.

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

  • Moving platform 3

    middle center

    At least one of these inputs must be active: Switch 1.

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

  • Moving platform 4

    lower center

    At least one of these inputs must be active: Switch 1.

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

  • Moving platform 5

    lower right

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

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

  • Moving platform 6

    lower right

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

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

  • Moving platform 7

    lower right

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

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

  • Moving platform 8

    lower right

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

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

  • Moving platform 9

    middle left

    At least one of these inputs must be active: Switch 5.

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

  • Stone box 1

    middle left

    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.

  • Stone box 2

    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.

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 Floor Lift?

Ferry both crates to the upper pressure plates, collect the diamond through the opened bottom passage, then lower the yellow crate and reuse it to hold Watergirl’s exit gate. 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 Floor Lift?

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

Which hazards are in The Four Floor Lift?

2 orange lava pools (middle left and middle right). Fireboy can enter orange lava; Watergirl must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Four Floor Lift?

Switch 1 (lower left): Controls Moving platform 1, Moving platform 2, Moving platform 3, and Moving platform 4. 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 (upper center): Controls Moving platform 5. 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 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (upper left): Controls Moving platform 7 and Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower right): Controls Moving platform 9. 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 Floor Lift?

This level has 7 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.