Ice · LEVEL 12 · Verified walkthrough

The Frozen Chamber 12

Use the lever and mirror control to freeze Fireboy’s crossings, hold the timed gate for him, then melt Watergirl’s return route. The two heroes take different final paths to collect all 12 diamonds and reach the upper exits.

Level objective

Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Frozen Chamber 12, ice level 12: 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 · 12 of 37
Collectibles6 fire diamonds, 6 water diamonds. 0 marked diamonds required; 12 optional.
Hazards1 lava pool, 3 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 1 plate, 1 moving platform, 4 ice strips
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: upper center.

Step-by-step walkthrough

  1. Freeze the bottom crossing for Fireboy

    Watergirl crosses the long bottom blue pool and walks past the lever on its right bank. Wait for the mirror to turn and the pale beam to freeze that pool. Fireboy first walks left up the icy slope for the red diamond, then returns right across the frozen pool, collecting its red diamond. Continue past the lever onto the dry right bank. His passage turns the lever off again.

  2. Freeze the middle-left pool

    With the lever off, the pale beam travels up to the adjustable mirror. Drag the round knob on the upper control track to its left end, then sweep it to the right end. The beam freezes the long pool on the middle-left platform. The orange beam melts the bottom pool again; Fireboy stays on its dry right bank while Watergirl returns left through the water.

  3. Cross the timed gate together

    Watergirl continues up the left slope onto the pressure plate, collecting the blue diamond above it. Keep her there while Fireboy walks through the open gate at the lower right. Then send Watergirl right in one continuous run, passing the lever and reaching the gate before its timer closes. Her passage turns the lever on, directing the orange beam toward the upper mirror. Both heroes can now wait safely beyond the gate.

  4. Fireboy climbs for the right-hand diamonds

    From the dry floor close to the right wall, jump left onto the small ledge, then right onto the next wall ledge, and left onto the broad middle platform. These jumps collect the lower red diamond. Jump right to the higher wall ledge and move onto its flat part before jumping left again to collect the high red diamond. Step right off this last ledge, land on the wall ledge below, then move left back to the broad middle platform.

  5. Fireboy takes the left route to his exit

    Move left along the middle platform, then jump left onto the raised section for its red diamond. Jump left across the central gap and continue across the frozen middle-left pool. From dry stone near the left wall, alternate right and left jumps up the small ledges. At the highest wall ledge, jump right onto the upper lava platform, walk through the red diamond and continue to the red exit.

  6. Watergirl collects the middle and left diamonds

    Climb from the lower right corner to the broad middle platform using the same first three jumps. Collect the blue diamond during the first jump. Follow the middle platforms left, jumping onto the raised section and across the central gap. Collect the blue diamond on the left section, cross the frozen pool, and jump right from the dry left bank onto the wall ledge for the blue diamond beside the wall. Step left off that ledge, land, and return right across the frozen pool.

  7. Melt Watergirl’s way out

    Stop near the frozen pool’s right end. Drag the upper control knob back to the left end. The orange beam now melts this pool. Wait for Watergirl to settle onto the water’s underlying floor, then jump right onto the raised dry bank. She can jump from the liquid after it melts; she cannot take off from the frozen cap. Jump right across the middle gap and return to the broad platform on the right.

  8. Watergirl climbs to the blue exit

    Alternate jumps between the right wall ledges and the ledges on their left, moving onto each flat landing before the next jump. From the highest wall ledge, jump left onto the top platform. Walk left through the blue pool for its diamond. Near its left end, jump over the round control knob and continue into the blue exit. Fireboy can wait at his matching door throughout Watergirl’s final route.

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 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.

    This switch has no connected device in the current room.

  • Switch 2

    lower left

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

    Controls Moving platform 1.

  • Moving platform 1

    lower right

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

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

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 Chamber 12?

Use the lever and mirror control to freeze Fireboy’s crossings, hold the timed gate for him, then melt Watergirl’s return route. The two heroes take different final paths to collect all 12 diamonds and reach the upper exits. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 12 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Frozen Chamber 12?

12 diamonds: 6 for Fireboy and 6 for Watergirl. None are required to finish. 12 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Frozen Chamber 12?

1 orange lava pool (upper left) and 3 blue water pools (upper center, middle left, and lower center). 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.

What do the switches do in The Frozen Chamber 12?

Switch 1 (lower right): 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 (lower left): Controls Moving platform 1. 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 12?

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.