Ice · LEVEL 20 · Verified walkthrough

The Frost Fan Ascent

Ride the three fans, cross both upper pools using their hanging platforms, and collect all ten diamonds. Use the crate to hold the bottom bridge down, then exchange the blue and yellow plates to open the final exit passage.

Level objective

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

The Frost Fan Ascent, ice level 20: 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 · 20 of 37
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards2 lava pools, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 1 lever, 4 moving platforms, 3 fans, 2 hanging planks, 1 stone box, 6 ice strips
Win conditionBring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle left. Watergirl: middle left.

Step-by-step walkthrough

  1. Send Fireboy up the fans

    Fireboy crosses the bottom lava for its red diamond and continues right into the lowest fan. The fans pulse: as he rises beneath the sloping ceiling, steer right into the outer fan to collect the far-right red diamond. As it carries him above the side ledge, steer left into the highest fan. While still rising, steer left onto the sloping edge of the dry bank beside the upper blue pool.

  2. Cross the upper pools

    Jump left onto the hanging platform over the blue pool, then onto the narrow dry bank between the pools for the high red diamond. Jump left onto the other hanging platform, then to the lava pool’s left bank. Walk left off the bank and drop onto the broad upper-left shelf.

  3. Put the crate on the green plate

    Walk right across the upper-left shelf and push its crate off the right edge. Let it tip and slide left off the small icy slope onto the middle-left shelf below. Drop to that lower shelf, stay to the crate’s right, and push it left through the low passage, collecting Fireboy’s nearby red diamond. Push just far enough for the crate to fall into the far-left shaft, while Fireboy stays on the edge. Wait until the crate rests on the green plate and lowers the bridge over the bottom lava.

  4. Bring Watergirl across the bottom

    Watergirl walks to the very edge of the dry floor before the lava. Jump right onto the lowered bridge, collecting the low blue diamond along the way. Move to the bridge’s right end, then jump right onto the dry floor beyond the lava. Continue to the lowest fan for its blue diamond.

  5. Collect Watergirl’s upper diamonds

    Follow Fireboy’s route through the outer fan and then the highest fan, collecting the high blue diamond. Land on the upper pool’s dry right bank, then use both hanging platforms to cross left. Drop onto the broad upper-left shelf and step off its right edge onto the middle-left shelf for another blue diamond.

  6. Visit the two middle-right shelves

    Watergirl walks right up the long diagonal ramp and jumps from its top onto the small right-hand shelf for the remaining blue diamond. Step off that shelf’s left edge, drop onto the central sloping island below and wait near its left end. Fireboy repeats the ramp and rightward jump, then steps off the small shelf’s left edge and steers right while falling to land on the wider shelf below. Collect its red diamond; all ten diamonds are now collected.

  7. Open the blue gate for Watergirl

    Fireboy steps left off the wide right-hand shelf onto the central island, then steps off that island’s left edge onto the lower path. Walk right to the blue plate and hold it until the blue gate rises fully. Watergirl jumps straight up from the central island’s left end, then steers left onto the higher ledge. Walk left through the raised blue gate to the yellow plate and stay there.

  8. Open the exit passage

    With Watergirl holding yellow, Fireboy walks left along the lower path, passes beneath the raised yellow gate and touches the red lever. This slides the upper-left bridge right and opens the drop to the exits. Fireboy returns right to the blue plate and holds it again so Watergirl can leave the yellow ledge through the blue gate.

  9. Finish Watergirl’s route

    Watergirl walks right off the yellow ledge onto the central island, then steps off the island’s left edge to the lower path. Walk right off the lower path’s end onto the bottom dry floor and return to the lowest fan. Repeat the three-fan ascent and both hanging-platform jumps to the upper-left bank. Drop onto the broad shelf, then walk left into the opening created by the red lever. Land on the exit ledge and walk right to the blue door.

  10. Finish Fireboy’s route

    Fireboy leaves the blue plate and walks right off the lower path onto the bottom dry floor. Repeat Watergirl’s fan and hanging-platform return. Drop through the open passage at the upper left and stop at the red door on the left side of the exit ledge.

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 left

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

    Controls Moving platform 1.

  • Switch 2

    middle center

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

    Controls Moving platform 2.

  • 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 3.

  • Switch 4

    lower 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 4.

  • Moving platform 1

    lower center

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

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

  • Moving platform 2

    lower left

    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 center

    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 left

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

    When powered, it moves right; 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

    middle 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 3

    upper right

    This fan runs without a switch.

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

  • Hanging plank 1

    upper center

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Hanging plank 2

    upper right

    Its position responds to the weight and position of riders.

    Balance on the hanging plank, then jump to the next dry ledge.

  • Stone box 1

    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.

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.

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 Frost Fan Ascent?

Ride the three fans, cross both upper pools using their hanging platforms, and collect all ten diamonds. Use the crate to hold the bottom bridge down, then exchange the blue and yellow plates to open the final exit passage. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle left. 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 Frost Fan Ascent?

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 Frost Fan Ascent?

2 orange lava pools (upper center and lower center) and 1 blue water pool (upper center). 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 Frost Fan Ascent?

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

Why can’t I jump from the ice in The Frost Fan Ascent?

This level has 6 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.