Ice · LEVEL 6 · Verified walkthrough
Move the crate across the balance beam, use green and red in two separate handoffs for the diamond, then use purple and yellow to reach the upper doors.
Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together.

| Campaign | The Ice Temple · 6 of 37 |
|---|---|
| Collectibles | 0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional. |
| Hazards | 2 lava pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 4 plates, 4 moving platforms, 1 hanging plank, 1 stone box, 9 ice strips |
| Win condition | Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. |
| Exits | Fireboy: middle right. Watergirl: upper right. |
Watergirl waits near the left end of the balance beam. Fireboy walks up its right side, jumps onto the right shelf, and jumps over the crate. Push the crate left off the shelf and along the beam, past the central pivot. Return up the beam and jump back onto the right shelf.
Watergirl jumps over the crate, without pushing it back to the right. Continue up the beam and jump to the right shelf. From dry stone before the icy strip, jump right onto the sloping step, then walk farther right. Jump upward before steering left onto the green plate.
Watergirl stays on green. Fireboy follows the same right-hand climb, walks left through his matching lava pool and the lowered green gate, then jumps left over the poison pool. Wait on the dry stone just right of the red gate.
Watergirl leaves green to the right and drops to the shelf below. Go left, jump onto the beam, and return to the bottom-left corner. Climb the alternating wall steps: left wall, small right shelf, left wall, right shelf, left wall, then the top-left ledge. Use the narrow dry middle of the lowest right shelf for takeoff. Continue right onto the red plate.
Keep Watergirl on red. Fireboy walks left through the open gate and drops into the diamond pocket. Jump right out of the pocket onto the middle walkway, then wait safely to the left of the poison pool.
Watergirl jumps left onto the upper step, then left again onto the top-left ledge. Descend the alternating left-hand steps to the beam, cross it, and repeat the right-hand climb to green. Wait for the green gate to lower fully.
Fireboy needs a running jump close to the dry lip of the poison pool: the ceiling over the left side is low. Run right and jump just before the pool, landing on dry stone beyond it. Continue right through the held green gate and his matching lava to join Watergirl.
Return each hero through the right-hand drop, the beam and the bottom-left steps. Climb the same alternating shelves to the upper-left ledge, then continue right onto the long upper walkway. All lower gates may now close safely.
Both heroes can walk up the icy central hill. Leave Watergirl on its flat summit. Fireboy continues right down the hill, jumps onto the higher right-hand shelf, and walks right to hold the purple plate.
While Fireboy stays on purple, Watergirl jumps from the summit onto the highest walkway. Walk right through the lowered purple gate and stop on the yellow plate. Wait for the yellow gate in the lower exit corridor to lower.
Fireboy walks left off the purple shelf and drops onto the lower walkway, then walks right through the open yellow gate. Keep Watergirl on yellow until Fireboy is safely to its right.
Watergirl continues right to the blue door on the highest walkway. Fireboy continues right to the red door two tiers below. Either can enter first after the yellow handoff; the diamond and both exits finish the room.
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.
middle left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 1.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 2.
upper right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 3.
middle right
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
middle left
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 2.
When powered, it moves down; when power is released, it returns.
upper right
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
middle center
At least one of these inputs must be active: Switch 4.
When powered, it moves down; when power is released, it returns.
lower center
Its position responds to the weight and position of riders.
Balance on the hanging plank, then jump to the next dry ledge.
lower 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.
Move the crate across the balance beam, use green and red in two separate handoffs for the diamond, then use purple and yellow to reach the upper doors. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the upper 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 orange lava pools (upper left and middle right) and 1 purple goo pool (middle center). Fireboy can enter orange lava; Watergirl must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (middle left): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (upper 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 (upper right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle right): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This level has 9 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.