Ice · LEVEL 15 · Verified walkthrough

The Frozen Chamber 15

Switch the thermal beams as the first ball crosses the upper pools, then use the second ball to open the final passage while collecting all four diamonds.

Level objective

Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 4 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Frozen Chamber 15, ice level 15: 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 · 15 of 37
Collectibles2 fire diamonds, 2 water diamonds. 0 marked diamonds required; 4 optional.
Hazards3 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 levers, 6 plates, 13 moving platforms, 2 rolling stones
Win conditionBring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 4 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower right. Watergirl: lower right.

Step-by-step walkthrough

  1. Release the upper ball

    Watergirl walks left from her starting ledge to touch the blue lever. Then return right onto the green pressure plate. Fireboy waits in the bottom-left chamber.

  2. Freeze the first crossing

    Keep Watergirl on green while the first ball rolls down the left track and across the left pool. The green shutters expose the left freezing beam. Wait until the ball has cleared that pool.

  3. Switch the frozen crossing

    Watergirl leaves green and returns to the blue lever. Touch it again to retract the blue obstruction on the right track. With green released, the right pool freezes. Let the ball cross it and roll down to the upper yellow pressure plate.

  4. Collect the right blue diamond

    The first ball holds the upper yellow panels apart. Watergirl walks right through them, drops to the right-side diamond, and continues left across the lower water pool. Jump left onto the raised central red-diamond ledge, then descend left through the middle of the room.

  5. Free Fireboy and collect the other blue diamond

    Watergirl drops onto the bottom-left shelf and walks left to the pink plate. Jump straight up for the blue diamond, land on pink again, and wait for the pink barrier to lift. Fireboy can now walk right out of his starting chamber.

  6. Hold the blue climbing platform

    Watergirl jumps away from pink toward the right. Let the pink barrier descend, continue right, and stand on the blue plate. Keep her there while Fireboy climbs.

  7. Climb to the orange shelf

    Fireboy jumps left from the bottom passage onto Watergirl’s shelf. From its right edge, jump upward first, then steer right after his feet clear the blue platform. Jump right from that platform onto the shelf with the orange plate.

  8. Collect the middle red diamond

    Fireboy walks to the right edge of the orange shelf and jumps right onto the raised middle ledge for its red diamond. Jump back left onto the orange shelf.

  9. Release the second ball

    Fireboy moves to the left edge of the orange shelf and jumps left to the upper-left shelf. Touching the purple lever releases the second ball. Walk left to collect the remaining red diamond, then return right across the purple lever and immediately head back to orange. The ball has already dropped clear of its starting platform.

  10. Make the lower bridge

    Keep Watergirl on blue and Fireboy on orange while the second ball rolls down from the left. These two shifted platforms carry it across the middle gap. Wait for the ball to roll onto the lower yellow plate and fully separate the final yellow panels.

  11. Return to the bottom passage

    Fireboy walks right off the orange shelf and drops down to the bottom passage. Watergirl leaves blue, walks right off her shelf, and drops into the same passage. Both balls remain on their yellow plates.

  12. Reach both doors

    Both heroes walk right through the open lower yellow passage. Watergirl enters the blue door and Fireboy continues to the red door. Either hero may enter first.

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.

    Controls Moving platform 5, Moving platform 6, and Moving platform 7.

  • Switch 2

    middle left

    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 8.

  • 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 1 and Moving platform 2.

  • Switch 4

    middle center

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

    Controls Moving platform 3 and Moving platform 4.

  • Switch 5

    lower left

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

    Controls Moving platform 9.

  • Switch 6

    middle center

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

    Controls Moving platform 10.

  • Switch 7

    lower left

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

    Controls Moving platform 11.

  • Switch 8

    lower right

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

    Controls Moving platform 12 and Moving platform 13.

  • Moving platform 1

    upper 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 2

    upper center

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

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

  • Moving platform 3

    upper right

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

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

  • Moving platform 4

    upper right

    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

    upper left

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

    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 1.

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

  • Moving platform 7

    upper right

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

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

  • Moving platform 8

    middle left

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

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

  • Moving platform 9

    lower center

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

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

  • Moving platform 10

    lower center

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

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

  • Moving platform 11

    lower left

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

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

  • Moving platform 12

    lower center

    At least one of these inputs must be active: Switch 8.

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

  • Moving platform 13

    lower center

    At least one of these inputs must be active: Switch 8.

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

  • Rolling stone 1

    upper left

    Push from the side to start it rolling. Slopes and gravity then guide its motion.

    A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.

  • Rolling stone 2

    middle left

    Push from the side to start it rolling. Slopes and gravity then guide its motion.

    A rolling stone can hold a pressure plate. Follow the walkthrough’s order before releasing stones into their channels.

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.

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 15?

Switch the thermal beams as the first ball crosses the upper pools, then use the second ball to open the final passage while collecting all four diamonds. Bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 4 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Frozen Chamber 15?

4 diamonds: 2 for Fireboy and 2 for Watergirl. None are required to finish. 4 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Frozen Chamber 15?

3 blue water pools (middle left, middle center, and middle right). 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 15?

Switch 1 (upper center): Controls Moving platform 5, Moving platform 6, and Moving platform 7. 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 (middle left): Controls Moving platform 8. 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 center): Controls Moving platform 1 and Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (middle center): Controls Moving platform 3 and Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (lower left): Controls Moving platform 9. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (middle center): Controls Moving platform 10. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (lower left): Controls Moving platform 11. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 8 (lower right): Controls Moving platform 12 and Moving platform 13. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.