Elements · LEVEL 32 · Verified walkthrough

The Turning Ice Column

Share the fan controls, use the turning bridge to enter the central basin, and collect all nine diamonds. The yellow gate gives Fireboy a lower return to his exit after Watergirl crosses the icy roof.

Level objective

Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Turning Ice Column, elements level 32: 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 · 32 of 39
Collectibles4 fire diamonds, 4 water diamonds, 1 neutral diamonds. 0 marked diamonds required; 9 optional.
HazardsNo elemental pools in this room.
Mechanisms5 plates, 2 levers, 2 moving platforms, 1 rotating bar, 5 fans, 27 ice strips
Win conditionBring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper right. Watergirl: upper left.

Step-by-step walkthrough

  1. Open the lower passage

    Watergirl holds the white plate at the bottom left. Fireboy walks into the far-left air shaft, rises to the sloping ledge, and climbs and jumps inward to the central arch. Drop off the arch’s right end into the lower bowl and walk through the purple handle. It opens the passage between the two bottom halves.

  2. Bring Watergirl into the bowl

    Watergirl crosses the bottom passage, presses the red timed plate, then immediately continues right into the outer air shaft. Steer left onto the sloping ledge near the top of the shaft, climb inward and jump into the right side of the bowl for its blue diamond. Fireboy goes to the bowl’s left side and jumps for the red diamond.

  3. Use the central timed plate

    Fireboy jumps upward from the left side of the bowl before steering right onto the central arch, then holds its purple timed plate. This powers both inner air columns. Watergirl rides the right column and steers right onto the upper icy shelf. Collect the blue diamond and step onto the light-blue plate at the far end.

  4. Clear the left updraft

    Watergirl steps left off the light-blue plate and waits for the turning bridge to become vertical again. Fireboy leaves the purple plate toward the arch’s left slope, jumps left into the inner air column and rides it upward during the timer. Steer left onto the outer shelf and collect the red diamond at its far end.

  5. Collect the upper gallery diamonds

    Each hero jumps upward from the outer shelf before steering inward onto the next sloping roof. Fireboy comes from the left; Watergirl comes from the right. Walk across this upper gallery so Fireboy collects the red diamond on the right and Watergirl collects the blue diamond on the left.

  6. Enter the neutral-diamond basin

    Fireboy drops from the far-right end of the gallery and holds the light-blue plate. Watergirl returns down the far-left side, walks toward the inner edge of that shelf and jumps right onto the now-horizontal turning bridge. Cross its right end into the central basin and jump for the neutral diamond.

  7. Hand off the top fan

    Keep Fireboy on light blue while Watergirl returns to the basin’s left side. Jump upward before steering left onto the turning bridge, return to the outer shelf, and climb back to the upper-left gallery. Watergirl holds the dark-blue timed plate there. Fireboy leaves light blue, climbs back from the right shelf and walks into the tall central updraft.

  8. Collect the top red diamond and open yellow

    Watergirl continues holding dark blue while Fireboy rises to the top of the central shaft. Steer left for the red diamond, return to the air column, and rise nearly to the ceiling before steering right onto the icy roof. Cross to its far-right end and drop onto the exit shelf below. Walk left through the yellow handle to open the narrow return passage.

  9. Collect the top blue diamond

    Watergirl leaves dark blue and walks promptly into the central updraft while its timer remains active. Rise and steer right for the final blue diamond. Return to the middle of the shaft and let the fan stop, then descend onto the central gallery and walk left to wait beside the dark-blue plate.

  10. Bring Watergirl over the left roof

    Fireboy walks left along his exit shelf, jumps upward before steering through the open yellow passage, and descends to the central gallery. He takes over the dark-blue plate. Watergirl rides the tall updraft nearly to the ceiling, steers left onto the icy roof and crosses to its outer end. Dropping from that end reaches her door on the shelf below.

  11. Finish Fireboy’s timed return

    Fireboy leaves the dark-blue plate and enters the updraft while its timer runs. Start steering right while still low in the shaft: the goal is the opening below the icy roof, through the raised yellow gate. Land on the exit shelf and continue right to his door. Watergirl can wait on the left roof until Fireboy finishes, or enter her door first; both orders complete the room with all nine diamonds.

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 center

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

    Controls Fan 2.

  • Switch 2

    lower center

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

    Controls Fan 1.

  • Switch 3

    lower 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 1.

  • Switch 4

    middle right

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

    Controls Rotating bar 1.

  • Switch 5

    lower center

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

    Controls Fan 3 and Fan 4.

  • Switch 6

    middle center

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

    Controls Fan 5.

  • Switch 7

    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 2.

  • Moving platform 1

    lower center

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

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

  • Moving platform 2

    upper center

    At least one of these inputs must be active: Switch 7.

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

  • Rotating bar 1

    middle center

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

    Turns to its active angle while powered, then returns when power is released.

  • Fan 1

    lower right

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

    The air current pushes right and up. Stay in the stream until you can move onto a dry landing.

  • Fan 2

    lower left

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

    The air current pushes right and up. Stay in the stream until you can move onto a dry landing.

  • Fan 3

    lower center

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

    The air current pushes right and up. Stay in the stream until you can move onto a dry landing.

  • Fan 4

    lower center

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

    The air current pushes right and up. Stay in the stream until you can move onto a dry landing.

  • Fan 5

    upper center

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

    The air current pushes right and up. Stay in the stream until you can move onto a dry landing.

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 Turning Ice Column?

Share the fan controls, use the turning bridge to enter the central basin, and collect all nine diamonds. The yellow gate gives Fireboy a lower return to his exit after Watergirl crosses the icy roof. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper left. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Turning Ice Column?

9 diamonds: 4 for Fireboy, 4 for Watergirl, and 1 for either hero. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Turning Ice Column?

This room has no elemental pools.

What do the switches do in The Turning Ice Column?

Switch 1 (lower center): Controls Fan 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower center): Controls Fan 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower center): Controls Moving platform 1. 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 4 (middle right): Controls Rotating bar 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower center): Controls Fan 3 and Fan 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (middle center): Controls Fan 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (upper center): 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.

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

This level has 27 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.