Ice · LEVEL 19 · Verified walkthrough

The Frozen Gate Exchange

Lower both crates onto the bottom pressure plates, hold the upper-left plate for the diamond, then reuse the crates as steps to reach the two right-hand exits.

Level objective

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

The Frozen Gate Exchange, ice level 19: 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 · 19 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards2 purple goo pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 5 moving platforms, 2 stone boxes, 12 ice strips
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together.
ExitsFireboy: lower right. Watergirl: middle right.

Step-by-step walkthrough

  1. Climb the left stairs with Watergirl

    Walk to the dry bottom-left slope, jump right onto the lowest diagonal ledge, and move slightly back down it before jumping left onto the wall ledge. Jump right onto the next shelf. Jump upward before steering right, walk onto the dry end of the slope, and jump onto its higher tip. Jump left to the upper shelf and walk left onto the red plate.

  2. Reach the central crate with Fireboy

    Fireboy walks right to the foot of the long central staircase, jumps left onto its low end, and walks uphill to the first vertical step. Jump left up the remaining steps, then jump right onto the central crate shelf.

  3. Lower the first crate

    Fireboy jumps over the central crate to its right side and pushes it left off the shelf. Let it tip and roll down the staircase. Move down and right ahead of it, then wait for it to reach the bottom floor. Push it left onto yellow, stopping early enough for it to settle on the plate.

  4. Open the crate shaft

    Fireboy walks right onto purple and stays there. Purple retracts both horizontal panels, including the floor immediately left of the right-hand crate. Watergirl can now leave red.

  5. Take Watergirl across the roof

    Watergirl moves to the dry right end of her shelf and jumps right onto the icy upper slope. Walk across the crest to dry ground before the first green pool. Jump each green pool separately, landing on dry stone between them. Continue right and drop beyond the roof onto the right-hand crate floor.

  6. Lower the second crate through purple

    Watergirl pushes the right-hand crate left into the open shaft. Stop on the floor to its right and wait for the crate to fall. Follow it down, landing on top of it. Walk left off it and let Watergirl reach the bottom floor.

  7. Weight blue and return to red

    From the crate’s left side, Watergirl pushes it right onto blue. Leave both crates holding their plates. Walk left to the yellow crate, jump onto it, then jump left over the narrow compartment wall. Drop to the left-hand floor and repeat the stair climb to the upper red plate. Hold red.

  8. Bring Fireboy around to the diamond

    Fireboy leaves purple. Jump onto the yellow crate, jump left over the compartment wall, and repeat the left-hand stair climb. From the dry upper-left shelf, jump onto the roof, cross both green pools with separate jumps, and drop down the right side. Watergirl continues holding red while the crates hold yellow and blue.

  9. Collect the diamond through all three gates

    From the right-hand floor, Fireboy jumps left onto the sloping ledge above. Walk left through the three raised gates into the diamond chamber. Collect the diamond, return through the gates, and drop back onto the right-hand exit floor. Only then should Watergirl release red.

  10. Watergirl returns to purple

    Watergirl walks right off red to the high tip of the next left-hand ledge. Jump right into the narrow gap and land on the compartment wall below. Jump right again, clear the yellow crate, and walk along the bottom to purple. Hold it until Fireboy has descended the reopened shaft.

  11. Make a step for Fireboy’s exit

    Fireboy walks left from the right-hand floor into the open shaft and drops to the bottom. The diamond is already collected, so the blue crate can move now. Push it right toward the tall wall separating the red door, then let it settle against the wall’s sloping foot.

  12. Cross the right wall

    Fireboy jumps onto the tilted crate and jumps right over the wall into the red-door compartment. He can enter his door now or wait just inside the compartment until Watergirl is ready.

  13. Return Watergirl to the roof

    Watergirl leaves purple, walks left to the yellow crate, jumps onto it, and jumps left over the compartment wall. Repeat the left-hand stair climb, then jump from dry ground onto the upper roof.

  14. Reach the blue exit

    Cross the two green pools with separate jumps from dry ground. Walk off the roof’s right edge and drop onto the floor containing Watergirl’s blue door. Enter it. Fireboy enters his lower red door if he has waited.

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 center

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

    Controls Moving platform 1.

  • Switch 2

    lower right

    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 and Moving platform 5.

  • Moving platform 1

    middle right

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

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

  • Moving platform 2

    middle 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 3

    middle right

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

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

  • Moving platform 4

    middle center

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

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

  • Moving platform 5

    middle right

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

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

  • Stone box 1

    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 2

    middle right

    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 Gate Exchange?

Lower both crates onto the bottom pressure plates, hold the upper-left plate for the diamond, then reuse the crates as steps to reach the two right-hand exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together.

How many diamonds are required in The Frozen Gate Exchange?

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

Which hazards are in The Frozen Gate Exchange?

2 purple goo pools (upper center). Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Frozen Gate Exchange?

Switch 1 (lower center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (lower right): 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 and Moving platform 5. 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 Gate Exchange?

This level has 12 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.