Ice · LEVEL 23 · Verified walkthrough

The Frozen Chamber 23

Use the freeze mirror to make both pools safe, then send Fireboy to the orange plate so Watergirl can collect the diamond from its lowered chamber. Return along the original ledges to the two left-hand exits.

Level objective

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

The Frozen Chamber 23, ice level 23: 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 · 23 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 plates, 5 moving platforms, 6 ice strips
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together.
ExitsFireboy: lower left. Watergirl: middle left.

Step-by-step walkthrough

  1. Freeze both blue pools

    Watergirl walks across the bottom to the green plate near the right end and stays there. Its two shutters open the path to the high mirror. Drag the optical knob to about 37% of its track, measured from the left end, and fine-tune until the pale beam freezes the bottom pool. Then set it near 57% to freeze the upper pool too.

  2. Climb Fireboy onto the central steps

    Fireboy crosses the frozen bottom pool and stops on the dry bank just beyond its right edge. Jump mostly straight up, then steer right onto the long lower-right platform. Move to that platform’s left edge and jump left onto the small central point. From there, jump straight up first, then steer right onto the little shelf above.

  3. Reach the upper pool

    Jump right onto the next shelf, then walk to its dry right end, just before the icy slope. Jump straight up beside the overhang and steer right near the top of the jump to land on its upper sloping surface. Walk up that slope toward the right wall, then jump left onto the upper pool’s right bank. Cross the frozen pool to its dry left bank.

  4. Hold the orange plate

    Fireboy jumps left onto the upper lava ledge and crosses the lava to the orange plate at the far left. Stay on that plate: it lowers the floor of the diamond chamber on the right.

  5. Collect the chamber diamond

    Watergirl leaves the green plate and uses the same dry-bank jump to reach the long lower-right platform. Walk toward its right end, then make a short jump into the lowered chamber. From its moving floor, jump straight up to collect the diamond. Fireboy must keep holding the orange plate until Watergirl has returned left out of the chamber.

  6. Bring Watergirl back to the upper pool

    Walk left to the lower-right platform’s edge. Repeat Fireboy’s alternating central jumps and the vertical-first jump onto the upper right-hand slope. Jump left onto the upper pool and cross its frozen surface to the dry left bank.

  7. Descend to Watergirl’s exit

    Walk left down the short upper ramp and drop onto the broad middle-left shelf. Step off that shelf’s left edge, then turn right while falling onto the icy slope below. Continue right to the small dry flat at the slope’s top. Jump right onto the isolated ledge with the blue exit and wait there.

  8. Finish at Fireboy’s exit

    Fireboy leaves the orange plate, crosses the lava to the right and drops from the ledge onto the upper pool’s left bank. Follow Watergirl’s descent to the dry flat above the left icy slope. Jump right onto the blue-exit ledge, then step off its left edge and drop onto the pink plate on the lower floor. Walk right along that floor to the red exit.

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 right

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

    Controls Moving platform 1 and Moving platform 2.

  • Switch 2

    upper left

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

    Controls Moving platform 3.

  • Switch 3

    upper left

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

    Controls Moving platform 4.

  • Switch 4

    lower left

    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 1.

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

  • Moving platform 2

    upper 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 3

    lower right

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

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

  • Moving platform 4

    middle center

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

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

  • Moving platform 5

    lower left

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

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

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 Chamber 23?

Use the freeze mirror to make both pools safe, then send Fireboy to the orange plate so Watergirl can collect the diamond from its lowered chamber. Return along the original ledges to the two left-hand exits. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the lower left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together.

How many diamonds are required in The Frozen Chamber 23?

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

Which hazards are in The Frozen Chamber 23?

1 orange lava pool (upper left) and 2 blue water pools (upper center and lower 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 Frozen Chamber 23?

Switch 1 (lower right): Controls Moving platform 1 and Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (upper left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper left): Controls Moving platform 4. 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 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 Chamber 23?

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.