Ice · LEVEL 22 · Verified walkthrough

The Twelve Frozen Gates

Trade places on the pressure plates to unlock the climb. Watergirl holds the white passage while Fireboy uses his ice slide to beat the yellow timer and open both exit gates.

Page updated

Level objective

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

The Twelve Frozen Gates, ice level 22: 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 · 22 of 37
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms8 plates, 3 levers, 12 moving platforms, 4 ice strips
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the lower right. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper left. Watergirl: lower right.

Step-by-step walkthrough

  1. Open the lowest timed gate

    Watergirl goes left along the bottom floor to the green plate. Wait for the gate to rise, then move right without stopping. Jump right from the dry bank beside the small lava pool and reach the green plate at the far right.

  2. Send Fireboy around the upper route

    Fireboy jumps right onto the roof and walks to the blue plate. Return left past its timed gate, drop to the starting shelf and cross the red lever on the left. Turn back to the right before touching the lever again, then descend through the staggered gaps towards the lowest floor.

  3. Help Watergirl climb

    Fireboy holds the bottom-left green plate. Watergirl jumps left over the small lava pool, takes her blue diamond on the next floor and climbs left over its central gap. From the left dry ledge, jump right to the long middle floor, then walk to the purple plate at its right end.

  4. Reach the middle blue timer

    Fireboy follows the same lower climb, collecting his two low orange diamonds. From the dry right end of the icy middle walkway, jump right onto the next floor. Collect its orange diamond and continue right to the blue timed plate.

  5. Open the left white passage

    Watergirl returns left along the middle floor and jumps left onto the upper ledge through the timed blue passage. Collect the blue diamond there and walk to the white lever on the far left. Drop from the ledge’s right edge and return to the long middle floor.

  6. Divide the two white plates

    Fireboy descends to the lower left walkway. From its dry right edge, jump left onto the small upper ledge and hold its white plate. Watergirl drops to the walkway below and holds the other white plate at the left wall.

  7. Run the yellow timer with Fireboy

    Leave Watergirl on her white plate. Fireboy drops from his upper ledge, then from the next walkway’s right edge. Cross beneath the open white gate to the yellow timed plate at the left wall.

  8. Open both blue exit gates

    Fireboy leaves yellow and runs right. At the gap’s dry right edge, jump back left onto the walkway above; turn right and jump across its central gap. Keep sliding right on the long ice strip to turn the blue lever at the far end. Immediately slide left through the yellow gate before it closes, then jump left over the central gap.

  9. Restore the white hand-off

    Fireboy returns to the small upper-left white plate. Watergirl jumps right off her lower white plate, allowing its gate to lower, then jumps right onto the middle walkway. Walk beyond the ice to the dry bank before jumping right to the next floor.

  10. Collect the high blue diamond

    Watergirl climbs from the middle floor to the ledge above, using a vertical jump before steering left. At that ledge’s central dry edge, jump right onto the roof and collect the remaining blue diamond.

  11. Bring Fireboy to the orange door

    Fireboy leaves white and follows the middle climb. Take the right branch to collect his final orange diamond. Jump left across the upper gap, then jump left onto the roof’s left section and enter the orange door.

  12. Bring Watergirl to the blue door

    Watergirl descends through the staggered gaps: left from the roof, right from the next ledge, then left and right through the lower floors. Reach the bottom floor and walk right through the open blue gate to her exit. You can also leave Fireboy near his door and finish Watergirl 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

    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

    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

    upper right

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

    Controls Moving platform 3.

  • Switch 4

    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.

    Controls Moving platform 4.

  • Switch 5

    middle right

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

    Controls Moving platform 5.

  • Switch 6

    middle right

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

    Controls Moving platform 6.

  • Switch 7

    middle 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 7.

  • Switch 8

    lower left

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

    Controls Moving platform 8.

  • Switch 9

    middle left

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

    Controls Moving platform 9.

  • Switch 10

    lower left

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

    Controls Moving platform 10.

  • Switch 11

    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.

    Controls Moving platform 11 and Moving platform 12.

  • Moving platform 1

    lower 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

    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 3

    upper left

    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

    upper right

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

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

  • Moving platform 5

    middle right

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

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

  • Moving platform 6

    middle center

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

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

  • Moving platform 7

    middle left

    At least one of these inputs must be active: Switch 7.

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

  • Moving platform 8

    lower left

    At least one of these inputs must be active: Switch 8.

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

  • Moving platform 9

    middle left

    At least one of these inputs must be active: Switch 9.

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

  • Moving platform 10

    middle center

    At least one of these inputs must be active: Switch 10.

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

  • Moving platform 11

    upper left

    At least one of these inputs must be active: Switch 11.

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

  • Moving platform 12

    lower right

    At least one of these inputs must be active: Switch 11.

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

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 Twelve Frozen Gates?

Trade places on the pressure plates to unlock the climb. Watergirl holds the white passage while Fireboy uses his ice slide to beat the yellow timer and open both exit gates. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the lower right. 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 Twelve Frozen Gates?

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 Twelve Frozen Gates?

1 orange lava pool (upper left) and 1 blue water pool (middle left). 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 Twelve Frozen Gates?

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 (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 (upper right): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (upper 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. Switch 5 (middle right): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (middle right): Controls Moving platform 6. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (middle left): Controls Moving platform 7. 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 8 (lower left): Controls Moving platform 8. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 9 (middle left): Controls Moving platform 9. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 10 (lower left): Controls Moving platform 10. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 11 (middle right): Controls Moving platform 11 and Moving platform 12. 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 Twelve Frozen Gates?

This level has 4 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.