Elements · LEVEL 29 · Verified walkthrough

The Frozen Stairwell

Use the block as Watergirl’s moving bridge over the two lava pools. Share the red lift and timed blue lift, then use the icy roof to open yellow and finish with all sixteen diamonds.

Level objective

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 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Frozen Stairwell, elements level 29: 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
CampaignElements · 29 of 39
Collectibles8 fire diamonds, 8 water diamonds. 0 marked diamonds required; 16 optional.
Hazards2 lava pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 3 moving platforms, 1 stone box, 35 ice strips
Win conditionBring 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 16 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper left.

Step-by-step walkthrough

  1. Bring the block down to Watergirl

    Fireboy pushes the block right off his starting shelf, descends beside it and takes the bottom-right red diamond. Get to its right and push it left through the second lava pool, taking the middle red diamond, then push it into the first lava pool.

  2. Cross the first lava pool

    Watergirl jumps from the left bank onto the block for the first blue diamond, then jumps onto the middle dry bank. Fireboy jumps back over the block, gets onto its left side and pushes it right to the middle bank.

  3. Ride the block across the second pool

    Watergirl jumps onto the block again. Fireboy pushes it right through the second lava pool while Watergirl stays over its centre, collecting the next blue diamond. Near the right end, she jumps onto the dry bank. Fireboy pushes the block onto that bank.

  4. Return to the starting shelf

    Both heroes use the block as a step. Jump onto it, then jump upward before steering left onto the long shelf above. Watergirl jumps beneath the next ledge for the blue diamond, moves to the right of its icy slope and jumps left onto the slope. Walk up it and hold the red plate.

  5. Share the red lift

    Fireboy walks left and jumps onto the lowered red lift. Watergirl leaves red so it rises, then Fireboy steps onto the next shelf and collects its red diamond. Both move to the dry top just before the icy right slope and jump right onto the shelf containing the timed blue plate. Watergirl collects its blue diamond.

  6. Set up the timed blue lift

    Fireboy stands on the timed plate and jumps straight up without steering for the high red diamond, then holds the plate. Watergirl jumps upward from the right side of the middle icy shelf before steering left onto it. Walk left across the ice for her blue diamond and wait on the lowered blue lift.

  7. Reach blue before its timer expires

    Fireboy leaves the timed plate, climbs the same right-hand slope and moves directly left across the ice, taking his red diamond on the way. Continue to the lift without stopping on the ice. Once both are aboard, let the timer expire and ride it up.

  8. Reach the upper-right stairs

    Fireboy walks right for the red diamond and continues to the far-right end of this floor. Watergirl follows for her blue diamond. Leave Fireboy there while Watergirl jumps upward, then steers left onto the next floor. From the clear ground to the right of yellow’s gate, jump upward again and steer left onto the icy roof.

  9. Open the yellow passage

    Watergirl walks up the icy roof for its blue diamond, continues left off the roof and lands on the floor below. Walk right onto yellow. Fireboy jumps from the far-right lower floor onto the upper floor, then crosses the lowered yellow gate and walks left for both red diamonds. Stop before the red door.

  10. Finish the left-hand stairs

    Watergirl leaves yellow and follows the upper floor left. From clear ground to the right of the final upper-left shelf, jump upward before steering left onto its icy tip. Walk left over the final blue diamond. Fireboy’s door is below Watergirl’s; either hero may enter first after all sixteen diamonds are collected.

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

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

    Controls Moving platform 1.

  • Switch 2

    middle 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 center

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

    Controls Moving platform 3.

  • Moving platform 1

    lower 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

    middle left

    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 center

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

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

  • Stone box 1

    lower 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

The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.

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 Stairwell?

Use the block as Watergirl’s moving bridge over the two lava pools. Share the red lift and timed blue lift, then use the icy roof to open yellow and finish with all sixteen diamonds. 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 16 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Frozen Stairwell?

16 diamonds: 8 for Fireboy and 8 for Watergirl. None are required to finish. 16 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Frozen Stairwell?

2 orange lava pools (lower center). 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 Frozen Stairwell?

Switch 1 (lower 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. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper center): Controls Moving platform 3. 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 Stairwell?

This level has 35 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.