Ice · LEVEL 2 · Verified walkthrough

The Frozen Chamber 2

Clear the lower light beam together, push the mirror beneath the falling yellow beam, then use the upper lever and optical dial to open the route to both exits.

Level objective

Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 5 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Frozen Chamber 2, ice level 2: 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 · 2 of 37
Collectibles2 fire diamonds, 3 water diamonds. 0 marked diamonds required; 5 optional.
HazardsNo elemental pools in this room.
Mechanisms1 lever, 4 moving platforms, 1 stone box
Win conditionBring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 5 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: lower left. Watergirl: lower left.

Step-by-step walkthrough

  1. Clear the lower blue beam

    Move both heroes right along the bottom corridor. Jump over the low central wall and wait just before the small staircase. The blue receiver lights only when neither hero blocks its beam. Wait for the first gate to rise, then jump up the staircase to the movable mirror.

  2. Push the mirror into the yellow beam

    From the mirror’s left side, push it right until the yellow beam falling from the upper-right mirror strikes it and reflects into the receiver on the right wall. Stop pushing as soon as that receiver glows. Wait for the second gate, beside the ramp above, to rise.

  3. Fireboy climbs first

    Move a little farther right to clear the overhanging ramp. Jump straight up before steering left onto it, collecting the red diamond above the mirror. Climb left up the ramps, then jump upward before steering right onto the lever shelf. Wait on the flat section just left of the lever.

  4. Watergirl collects the right-side diamonds

    Follow the same route onto the first ramp. Jump right for the blue diamond above the mirror shelf, then return with a jump over the mirror so it stays aligned. Climb the leftward ramps, jump up onto the lever shelf, and walk right past the lever for the upper blue diamond.

  5. Leave the upper lever on

    Walking past the lever turns the upper-right mirror toward the receiver in the ceiling. Wait on the flat part of this shelf until the central gate has fully lowered. Watergirl jumps left over the lever to avoid toggling it again; both heroes then descend left onto the long middle walkway and pass the lowered gate.

  6. Collect the two middle diamonds

    Fireboy jumps for the red diamond on the right half of the middle walkway. Watergirl continues left and jumps for the blue diamond. Bring both heroes to the left side of the central gate before changing the optical dial.

  7. Open the floor above the exits

    Drag the knob on the middle walkway to about 62.8% of its track, measured from the left end. The upper-left mirror should send the yellow beam down and right into the central receiver. Fine-adjust until it glows, then wait for the short floor panel above the doors to slide right.

  8. Drop down to both doors

    Fireboy jumps left over the dial’s knob so he does not disturb the beam. Move each hero into the opening left by the sliding floor and drop onto the exit ledge. Fireboy goes left to the red door; Watergirl goes right to the blue door. Either hero can enter first. All five diamonds and both exits complete the full 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

    middle 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.

  • Moving platform 1

    lower center

    No switch is connected to this mechanism.

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

  • Moving platform 2

    middle right

    No switch is connected to this mechanism.

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

  • Moving platform 3

    middle center

    No switch is connected to this mechanism.

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

  • Moving platform 4

    middle left

    No switch is connected to this mechanism.

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

  • Stone box 1

    lower 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

The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.

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 2?

Clear the lower light beam together, push the mirror beneath the falling yellow beam, then use the upper lever and optical dial to open the route to both exits. Bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the lower left. Both heroes must be at their own doors together. The 5 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Frozen Chamber 2?

5 diamonds: 2 for Fireboy and 3 for Watergirl. None are required to finish. 5 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Frozen Chamber 2?

This room has no elemental pools.

What do the switches do in The Frozen Chamber 2?

Switch 1 (middle 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.