Ice · LEVEL 36 · Verified walkthrough

The Frozen Weight Circuit

Roll the ball onto the red plate, use the lower crate for the green and blue bridges, and move the upper crate onto purple. Collect the white diamond, then return the lower crate to green so both heroes can descend.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together.

The Frozen Weight Circuit, ice level 36: 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 · 36 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms5 plates, 1 lever, 7 moving platforms, 2 stone boxes, 1 rolling stone, 14 ice strips
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together.
ExitsFireboy: lower center. Watergirl: lower center.

Step-by-step walkthrough

  1. Hold red and reach the ball

    Fireboy walks left onto the red plate on the starting floor and stays there. Watergirl walks to the dry rise near the right end of her starting floor. Jump vertically before steering right onto the outer ledge above. Walk left off that ledge onto the shelf with the ball.

  2. Roll the ball back to Fireboy

    Approach the ball from its right and jump over it to the left. Nudge it right with short taps, releasing between pushes. Let it roll down the right slope and back left along the starting floor, through the low central passage. Fireboy stops it on the red plate. Wait until the ball settles before leaving red.

  3. Put the lower crate on green

    Watergirl jumps right from the ball shelf onto the outer ledge, then jumps left onto the middle shelf with the lower crate. Walk left through the red gate and push the crate onto the green plate. Stop at the small stone step beyond the plate. The ball keeps red open, while the crate withdraws the lower-left green bridge.

  4. Bring Fireboy up the left side

    Fireboy jumps onto the small step left of red and walks left until he is below the opening left by the green bridge. Jump vertically, then steer left onto the outer ledge. Walk up its slope, jump left onto the higher wall ledge, and jump right onto the middle shelf.

  5. Use blue to reach the dry outer ledge

    Watergirl returns right through the red gate and stands on the right edge of the blue plate, just before the small stone step. Fireboy walks to the left edge of the middle shelf, jumps left onto the sloping outer ledge, and walks up to its flat left end. Keep him there.

  6. Restore the bridge for the yellow lever

    Watergirl jumps right over the step to leave blue. Wait for the left blue bridge to return. Fireboy walks right along the outer ledge onto that bridge, stopping near its right end before the frozen pool. Jump right from the dry bridge onto the triangular icy ramp. Walk right off the ramp and land beside the yellow lever to open the gate across the top roof.

  7. Move the lower crate onto blue

    Fireboy jumps left onto the triangular ramp and walks back down to the blue bridge. Watergirl jumps back over the right-hand step and stands at the right edge of blue again. The bridge carries Fireboy left as it withdraws. Walk right off it, through the open gap, onto the middle shelf. Push the lower crate all the way right onto blue, stopping before Watergirl.

  8. Weight the purple plate upstairs

    Fireboy returns left, jumping over the small step beside green. Jump left from the middle shelf onto the outer slope, walk to its flat left end, then jump right onto the highest left-hand ledge. Follow the icy steps up to the top roof. Walk through the open yellow gate and push the upper crate right onto purple. Return left onto the pink plate, which opens the divider between the bottom exits.

  9. Enter the diamond chamber

    Watergirl jumps over the right-hand step and walks to the right edge of the middle shelf. Jump vertically before steering right onto the sloping outer ledge above. Walk down that slope towards its lower-left end, beneath the roof overhang. Jump left across the gap onto the chamber floor. Walk left through the open purple gate and jump straight up for the white diamond.

  10. Return Watergirl to the lower crate

    Watergirl walks right out of the chamber. As she drops past its right edge, steer left onto the middle shelf below; do not wait on its slippery outer slope. Jump left over the small step and stop just right of the lower crate. Keep the crate on blue for now.

  11. Let Fireboy descend before moving the crate

    Fireboy jumps left over the small step beside pink, then follows the top roof left and drops onto the flat outer ledge. Walk right through the withdrawn blue bridge opening. Let him descend onto the lower green bridge and wait there.

  12. Return the crate to green

    Watergirl pushes the lower crate left through the red gate and back onto green. The lower bridge withdraws and lets Fireboy drop to the starting floor. Leave the crate on green. The ball and upper crate continue holding red and purple.

  13. Reach the two bottom doors

    Fireboy walks left off the starting floor, descends the outer bank, then walks right along the bottom to his red door. Watergirl returns right through the red gate, jumps over the step, and walks off the middle shelf onto the right outer ledge. Walk left into the gap beside that ledge to drop to her starting floor, then walk off its far-right end. Follow the bottom bank left to the blue door. Either hero can enter first.

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

    middle center

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

    Controls Moving platform 1.

  • Switch 2

    lower left

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

    Controls Moving platform 2.

  • Switch 3

    middle center

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

    Controls Moving platform 3 and Moving platform 4.

  • Switch 4

    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 5

    upper 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.

    Controls Moving platform 6.

  • Switch 6

    upper center

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

    Controls Moving platform 7.

  • Moving platform 1

    lower left

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

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

  • Moving platform 2

    middle center

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

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

  • Moving platform 3

    middle 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 4

    middle left

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

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

  • Moving platform 5

    upper center

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

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

  • Moving platform 6

    upper center

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

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

  • Moving platform 7

    lower center

    At least one of these inputs must be active: Switch 6.

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

  • Stone box 1

    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.

  • Stone box 2

    upper 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.

  • Rolling stone 1

    middle 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.

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 Frozen Weight Circuit?

Roll the ball onto the red plate, use the lower crate for the green and blue bridges, and move the upper crate onto purple. Collect the white diamond, then return the lower crate to green so both heroes can descend. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower center. Both heroes must be at their own doors together.

How many diamonds are required in The Frozen Weight Circuit?

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

Which hazards are in The Frozen Weight Circuit?

1 blue water pool (middle left). Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Frozen Weight Circuit?

Switch 1 (middle 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 left): 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 center): Controls Moving platform 3 and Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (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 5 (upper center): Controls Moving platform 6. 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 6 (upper center): Controls Moving platform 7. 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 Frozen Weight Circuit?

This level has 14 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.