Ice · LEVEL 8 · Verified walkthrough
Hold the green plate while Watergirl opens the right-hand route. Fireboy uses his faster ice slide to beat the first timer; Watergirl crosses the roof with small hops after releasing the blue plate.
Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper 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 · 8 of 37 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional. |
| Hazards | 1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 1 lever, 3 moving platforms, 18 ice strips |
| Win condition | Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper 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: upper left. Watergirl: upper left. |
Watergirl takes the low blue diamond on the icy mound. From the dry floor just left of the small starting shelf, each hero jumps up onto it; Fireboy collects its orange diamond.
Walk right along the lowest floor to the outer wall. Jump left onto the long ledge, collect Watergirl’s blue diamond, then follow the ledge left and uphill. Fireboy collects the orange diamond near the central slope.
At the left end of this floor, jump right onto the next long walkway. Both heroes can stand on its green plate. Leave Fireboy here while Watergirl moves right past the lowered green gate.
Watergirl drops from the far-right end into her matching pool and collects the blue diamond. Walk left to turn the red lever. Return to the right wall, jump left onto the walkway above, then use dry takeoff points to climb the two short ledges on the right.
Walk left to the dry bank beside the lava and jump left onto the small central shelf. Move to its right tip and jump right to the upper water pool. Watergirl crosses this pool and holds the blue plate at the far right.
Fireboy leaves the green plate and moves right without stopping. His faster slide on the long ice strip gets him past the gate before it closes. Climb the right ledges, then cross the lava to collect both remaining orange diamonds on this floor.
Return right to the dry takeoff beside the small central shelf. Jump onto the shelf, then onto the dry lip just left of the highest water pool. Jump left from that lip onto the roof. While Watergirl holds the blue plate, cross the roof, drop from its left end and enter the orange door.
Leave the blue plate, cross the water to its left dry lip and jump left onto the roof. Keep moving left, using separate small jumps across the ice strips. Collect the final blue diamond and pass the timed blue gate, then drop from the roof’s left end into the blue exit below. The two timers do not need longer delays; keeping momentum and choosing dry takeoffs are the puzzle.
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.
middle right
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 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
At least one of these inputs must be active: Switch 1.
When powered, it moves down; when power is released, it returns.
middle right
At least one of these inputs must be active: Switch 2.
When powered, it moves left; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 3.
When powered, it moves down; when power is released, it returns.
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.
Hold the green plate while Watergirl opens the right-hand route. Fireboy uses his faster ice slide to beat the first timer; Watergirl crosses the roof with small hops after releasing the blue plate. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper 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 center) and 2 blue water pools (upper right 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 (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 (middle right): Controls Moving platform 2. 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 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.
This level has 18 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.