Ice · LEVEL 10 · Verified walkthrough

The Frozen Chamber 10

Move the upper crate onto the right beam switch, raise the central diamond lift, then use the lower crate to open the exits.

Level objective

Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.

The Frozen Chamber 10, ice level 10: 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 · 10 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards1 lava pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 5 plates, 6 moving platforms, 2 stone boxes, 4 ice strips
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.
ExitsFireboy: lower center. Watergirl: lower right.

Step-by-step walkthrough

  1. Climb the right side with Fireboy

    Walk along the bottom to the small right ramp. Jump left onto the exit roof and climb the two ledges above it. Rise before steering around their edges. Cross the red pool and jump left to the green lever on the top walkway.

  2. Lower the upper crate into the red pool

    Jump over the upper crate to its left side. Push it right along the top walkway until it falls into the red pool. Fireboy crosses the lever again during this push, returning it to its starting position.

  3. Bring the crate down to the right beam switch

    Jump to the right of the crate and push it left out of the pool onto the middle ledge. Climb back onto that ledge and jump over the crate to its left. Push it right again so it falls onto the lower ledge and rolls toward the right pressure plate. Give it a final push onto the plate, then jump back left before its shelf slides across.

  4. Restore the beam and board the central lift

    Fireboy climbs back past the red pool and switches the green lever on again. Return down the right ledges, alternating their open edges, and walk left onto the central lift below the white diamond.

  5. Put Watergirl on the left beam switch

    Watergirl climbs the small left ramp. Step onto its dry upper end before jumping to the lower ledge. Jump onto the long ice slope, walk up to its dry upper section and jump right onto the central left ledge. From its right side, jump left onto the higher sloping walkway and stand on its pressure plate.

  6. Collect the white diamond

    Keep Watergirl on the left plate and the crate on the right plate. The beam reaches its receiver and raises Fireboy into the central chamber. Jump straight up from the raised lift to collect the white diamond.

  7. Release the lower crate

    Watergirl leaves the beam plate to the right and drops onto the central left ledge. Walk left and jump onto the purple plate above the lower crate. Wait there while its supporting shelf withdraws and the crate drops onto the small ramp below.

  8. Weight the orange exit plate

    Drop down the outside left edge onto the mirror housing. Jump right onto the small ramp beside the crate, then push the crate down to the bottom floor. Get to its left side and push it onto the orange plate below the exits. Step away and let the crate settle while the gate lowers.

  9. Use the crate as the final step

    Bring both heroes to the bottom floor beside the weighted orange plate. Jump onto the crate, then right onto the exit floor and through the lowered gate. Reach the matching doors in either order.

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

    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.

    This switch has no connected device in the current room.

  • Switch 2

    upper center

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

    Controls Moving platform 2.

  • Switch 3

    middle left

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

    Controls Moving platform 3.

  • Switch 4

    lower center

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

    Controls Moving platform 4.

  • Switch 5

    middle right

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

    Controls Moving platform 5.

  • Switch 6

    upper left

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

    Controls Moving platform 6.

  • Moving platform 1

    lower center

    No switch is connected to this mechanism.

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

  • Moving platform 2

    upper center

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

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

  • Moving platform 3

    middle left

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

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

  • Moving platform 4

    lower center

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

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

  • Moving platform 5

    middle right

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

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

  • Moving platform 6

    upper left

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

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

  • Stone box 1

    middle left

    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.

  • Stone box 2

    upper 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

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 Frozen Chamber 10?

Move the upper crate onto the right beam switch, raise the central diamond lift, then use the lower crate to open the exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower center and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together.

How many diamonds are required in The Frozen Chamber 10?

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

Which hazards are in The Frozen Chamber 10?

1 orange lava pool (middle right). 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 Chamber 10?

Switch 1 (upper center): This switch has no connected device in the current room. 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 2 (upper center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (lower center): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (middle right): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (upper left): Controls Moving platform 6. 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 Chamber 10?

This level has 4 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.