Ice · LEVEL 17 · Verified walkthrough

The Frozen Chamber 17

Change the upper pool between ice and water, weight the two middle passages, then share the bottom gates and ride the outer fans to the exits.

Level objective

Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Frozen Chamber 17, ice level 17: 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 · 17 of 37
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 5 plates, 5 moving platforms, 2 fans, 3 stone boxes
Win conditionBring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower left. Watergirl: lower right.

Step-by-step walkthrough

  1. Reach the upper-left lever

    Watergirl jumps right from her starting ledge onto the middle shelf. Jump onto the left crate for the high blue diamond, then jump back left onto the upper roof and walk past its lever. This turns the mirror towards the warm beam.

  2. Hold the upper-right green plate

    Fireboy jumps left onto the middle shelf and its right crate. Jump from the crate for the high red diamond. Jump right onto the upper roof and stand on green so Watergirl can enter the far-right corner.

  3. Take Watergirl across the upper pool

    Watergirl returns to the middle shelf and crosses the upper pool. Push the right crate onto the right bank, then jump onto it and up to the roof. Collect the blue diamond beyond the green shutter while Fireboy keeps green pressed.

  4. Refreeze the upper crossing

    Watergirl returns left across the pool. Jump upwards before steering left onto the upper roof, then walk past the lever again. Wait for the cold beam to freeze the pool. Fireboy can now cross left safely and jump onto the upper-left roof for its red diamond.

  5. Weight the two middle plates

    Fireboy drops around the left roof and through his middle lava pool, collecting its red diamond. Push the left crate onto the purple plate at the far left. Watergirl returns right, collects the diamond in her middle water pool, and pushes the right crate onto the orange plate. Leave both crates holding their plates.

  6. Enter the two inner chambers

    The weighted plates move the middle passages aside. Fireboy walks through the left opening, then left along the inner shelf for its red diamond. Watergirl uses the right opening and walks right along its shelf for the blue diamond. Drop to the lower shelves underneath.

  7. Exchange lower chambers

    Fireboy drops into the bottom centre, lands on the third crate and jumps right onto the lower-right shelf for its red diamond. Watergirl uses the same centre crate to jump left for the remaining blue diamond. All ten diamonds are now collected.

  8. Prepare the two bottom gates

    Fireboy drops to the bottom floor on the right of the centre crate and pushes it left onto the yellow plate. Watergirl drops to the bottom floor and stands on the blue plate to the right. The crate opens the right passage; Watergirl opens the left one.

  9. Get Fireboy beyond the left gate

    Fireboy jumps onto and over the weighted crate without pushing it off yellow. Continue left through the lowered blue gate and stop on the small raised stone before the fan shaft. Watergirl can now leave blue. Keep the crate on yellow for her right-hand passage.

  10. Ride the outer fans and steer towards the exits

    Fireboy enters the left fan and Watergirl enters the right one. As each fan lifts the hero above the outer wall, steer outwards: left for Fireboy and right for Watergirl. Clear the wall and drop into the matching exit alcove. Either hero can finish 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 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.

    This switch has no connected device in the current room.

  • Switch 2

    upper right

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

    Controls Moving platform 1.

  • 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 2.

  • Switch 4

    middle right

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

    Controls Moving platform 3.

  • Switch 5

    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 6

    lower center

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

    Controls Moving platform 5.

  • Moving platform 1

    upper right

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

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

  • Moving platform 2

    middle 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

    middle center

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

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

  • Moving platform 4

    lower right

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

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

  • Moving platform 5

    lower left

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

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

  • Fan 1

    lower right

    This fan runs without a switch.

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

  • Fan 2

    lower left

    This fan runs without a switch.

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

  • 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

    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.

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 17?

Change the upper pool between ice and water, weight the two middle passages, then share the bottom gates and ride the outer fans to the exits. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Frozen Chamber 17?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Frozen Chamber 17?

1 orange lava pool (middle left) and 2 blue water pools (middle center and middle right). 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 17?

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