Ice · LEVEL 16 · Verified walkthrough

The Frozen Chamber 16

Use the two linked lifts to carry all three mirrors upstairs. A heavy crate raises each mirror; a lighter crate brings the empty lift back down. Align the yellow beam first, then the two blue reflections, before climbing to the exits.

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Level objective

Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Frozen Chamber 16, ice level 16: 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 · 16 of 37
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
HazardsNo elemental pools in this room.
Mechanisms3 plates, 10 moving platforms, 9 stone boxes
Win conditionBring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle left. Watergirl: lower left.

Step-by-step walkthrough

  1. Collect the lowest blue diamond

    Watergirl crosses the bottom of the room to collect the blue diamond in the left corner. Return to the yellow pressure plate on the right. It opens the three small shelves and drops the lowest mirror.

  2. Load the first mirror

    Watergirl pushes the fallen mirror left onto the right lift. Step back onto the right-hand floor so the mirror has room to rise. Fireboy stands on the green plate above; the heavy crate on the left lift raises the mirror.

  3. Aim the yellow reflection

    Fireboy pushes this mirror across the upper floor to the closed orange bridge at the far right. Centre it on the bridge and let it settle. Return to the orange plate to lower the mirror straight into the shallow recess. Its diagonal face turns the yellow beam upwards.

  4. Clear the used counterweight

    Watergirl pushes the heavy crate off the lowered left lift and parks it in the bottom-left corner. Keep the space directly below both lifts clear for the next trip.

  5. Send down a light crate

    Fireboy climbs onto the upper-right shelf and pushes one ordinary crate left onto the right lift. Return to the green plate. The light crate lowers the right lift and brings the empty left lift back up.

  6. Unload the light crate first

    Before fetching another mirror, Watergirl pushes this light crate left off the lift. Park it beside the used heavy crate, leaving both lift shafts clear. The empty right lift stays at the bottom.

  7. Collect the other blue diamonds

    Watergirl climbs from the bottom-right slope to the long lower shelf, then uses the right wall ledge to reach the middle shelf. Collect the blue diamonds on the lower shelf, above the middle mirror and in the upper-right pocket. Jump upwards before steering around the shelf undersides.

  8. Lower the middle mirror

    Approach the middle mirror from its right and push it left onto the yellow shelf in the narrow chute. Return down the right-hand ledges to the yellow plate. When the mirror reaches the bottom, push it onto the empty right lift and step clear.

  9. Supply the second heavy crate

    Fireboy crosses to the left side and jumps for the upper-left red diamond. Climb onto the upper-left shelf from its left end. Push one heavy crate right onto the left lift, then return underneath the shelf and jump back to the green plate.

  10. Place the first blue mirror

    Once the mirror arrives, Fireboy moves it off the lift and along the upper floor. Let it settle on the deck before pushing it along the upper floor. Set it beneath the blue emitter on the right so its diagonal face turns the downward beam left.

  11. Prepare the final lift trip

    Watergirl moves the second used heavy crate left, clear of the lift shaft. Fireboy sends down the second ordinary crate and returns to the green plate. Watergirl unloads this crate to the left before fetching the last mirror.

  12. Retrieve the highest mirror

    Watergirl climbs the right-hand shelves again. From the middle shelf, jump up to the small ledge, then onto the highest mirror shelf. Push the mirror left onto the yellow shelf, return to the bottom plate and lower it. Load the empty right lift and move clear.

  13. Raise the last mirror

    Fireboy returns to the upper-left shelf and pushes the remaining heavy crate onto the left lift. Come back to the green plate to raise the last mirror. Keep the used crates below away from the descending counterweight.

  14. Complete the blue beam path

    Fireboy pushes the last mirror off the lift and positions it beneath the blue receiver, to the left of the first blue mirror. The two diagonal faces now turn the blue beam left and then upwards.

  15. Keep the exit circuit open

    Bring the remaining ordinary crate down from the upper-right shelf onto the raised lift. Push it right onto the orange pressure plate. The yellow reflection opens the upper beam passage, and the blue reflection opens the left exit route.

  16. Collect the last red diamonds and finish

    Watergirl climbs over the used counterweight and parked crates, then follows the lower-left steps to her door. She can wait outside it if Fireboy will finish first. Fireboy stands on the green plate to open the lift passage, then drops down the left shaft for its red diamond. Use the parked crates to reach the lower-left steps and jump for the red diamond below his door. Continue up the narrow left ledges to his higher door. Either character can 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

    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 2

    upper center

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

    Controls Moving platform 3.

  • Switch 3

    lower center

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

    Controls Moving platform 6, Moving platform 7, and Moving platform 8.

  • Moving platform 1

    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 2

    upper center

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

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

  • Moving platform 3

    upper right

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

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

  • Moving platform 4

    upper right

    No switch is connected to this mechanism.

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

  • Moving platform 5

    lower left

    No switch is connected to this mechanism.

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

  • Moving platform 6

    middle center

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

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

  • Moving platform 7

    middle center

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

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

  • Moving platform 8

    lower center

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

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

  • Moving platform 9

    upper left

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 10

    lower center

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Stone box 1

    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.

  • 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.

  • Stone box 3

    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.

  • Stone box 4

    upper 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 5

    upper 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 6

    upper 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 7

    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.

  • Stone box 8

    middle 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.

  • Stone box 9

    middle 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.

A pulley is moving the wrong way

Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.

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 16?

Use the two linked lifts to carry all three mirrors upstairs. A heavy crate raises each mirror; a lighter crate brings the empty lift back down. Align the yellow beam first, then the two blue reflections, before climbing to the exits. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Frozen Chamber 16?

8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Frozen Chamber 16?

This room has no elemental pools.

What do the switches do in The Frozen Chamber 16?

Switch 1 (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 2 (upper center): Controls Moving platform 3. 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 6, Moving platform 7, and Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.