Ice · LEVEL 6 · Verified walkthrough

The Ice Balance

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.

Level objective

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.

The Ice Balance, ice level 6: 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 · 6 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards2 lava pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 4 moving platforms, 1 hanging plank, 1 stone box, 9 ice strips
Win conditionCollect 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.
ExitsFireboy: middle right. Watergirl: upper right.

Step-by-step walkthrough

  1. Move the counterweight left

    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.

  2. Bring Watergirl to the right

    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.

  3. Cross the lower green gate

    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.

  4. Watergirl climbs to red

    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.

  5. Collect the diamond and return

    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.

  6. Restore the green passage

    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.

  7. Fireboy crosses back

    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.

  8. Both heroes climb the left route

    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.

  9. Fireboy holds purple

    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.

  10. Watergirl holds yellow

    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.

  11. Pass yellow before leaving the plate

    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.

  12. Enter the upper-right doors

    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.

How this room’s mechanisms work

  • Switch 1

    middle left

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

    Controls Moving platform 1.

  • Switch 2

    upper right

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

    Controls Moving platform 2.

  • Switch 3

    upper right

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

    Controls Moving platform 3.

  • Switch 4

    middle right

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

    Controls Moving platform 4.

  • Moving platform 1

    middle left

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

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

  • Moving platform 2

    upper right

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

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

  • Moving platform 3

    upper right

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

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

  • Moving platform 4

    middle center

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

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

  • Hanging plank 1

    lower center

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Stone box 1

    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.

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 Ice Balance?

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.

How many diamonds are required in The Ice Balance?

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

Which hazards are in The Ice Balance?

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.

What do the switches do in The Ice Balance?

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.

Why can’t I jump from the ice in The Ice Balance?

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.