Ice · LEVEL 25 · Verified walkthrough

The Frozen Chamber 25

Coordinate both timed controls with the two held plates, freeze the central crossing, then send Fireboy through the lava-side chamber for the shared diamond.

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 lower left. Both heroes must be at their own doors together.

The Frozen Chamber 25, ice level 25: 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 · 25 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards2 lava pools, 3 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 4 plates, 5 moving platforms
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 lower left. Both heroes must be at their own doors together.
ExitsFireboy: lower right. Watergirl: lower left.

Step-by-step walkthrough

  1. Take Fireboy to the upper centre

    Fireboy walks up the small slope beside the bottom pool and jumps left onto the long sloping shelf. Climb the left stairs and cross his lava pool. From the right side of the small high shelf, rise before steering left onto it, then jump right onto the central roof. Wait on its right side.

  2. Open the diamond chamber

    Watergirl jumps right from her starting pool onto the central sloping path. Jump up its short vertical step, then jump left onto the blue lever shelf. Touch the lever once and leave it active; its blue panel opens the bottom of the right-hand diamond chamber.

  3. Take Watergirl to the upper-right timer

    Return down the central slope to the bottom. Jump right from the dry slope beside the large pool onto the sloping exit roof. Jump left to the small stone step and right onto the pool bank. Cross the water pool, jump left onto the high central roof, and climb onto the top-right walkway. Hold purple.

  4. Take Fireboy to the upper-left timer

    Fireboy returns across the central roof, jumps left onto the high middle roof and crosses the gap to the left roof. Drop around its outside edge and walk right onto the green plate. Keep Watergirl on purple until Fireboy is ready.

  5. Make both return trips together

    Fireboy leaves green, walks left up the slope, jumps right onto the left roof, then drops through the narrow gap to the yellow plate beside his lava pool. At the same time, Watergirl leaves purple, goes left around the end of the top walkway, drops to the central roof, and jumps right onto the pink plate.

  6. Wait for the crossing to freeze

    Keep Fireboy on yellow and Watergirl on pink. While the green and purple timers remain active, all four panels move out of the cold beam. Wait until the large bottom pool freezes. It stays frozen when the controls are released.

  7. Bring Fireboy across the ice

    Fireboy returns down the left stairs to the bottom, crosses the frozen central pool, and continues right through his lava pool. Watergirl can wait on pink while he collects the diamond.

  8. Collect the shared diamond

    From the far-right side of the lava pool, Fireboy jumps left onto the small sloping roof. Walk towards its upper-left end, rise into the opening above, then steer right into the diamond chamber. Collect the diamond at the far right.

  9. Return Watergirl to the left exit area

    Watergirl drops around the left end of her pink ledge, crosses her water pool and drops down the small outer steps to the bottom. Cross the frozen central pool to the left, then continue through her small water pool towards her exit.

  10. Finish at both exits

    Fireboy leaves the diamond chamber through its open floor, drops around the outside of the little roof and walks left through the lava to his exit. Watergirl continues left to her matching exit. Either hero can finish 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

    middle center

    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 5.

  • Switch 2

    upper right

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

    Controls Moving platform 1.

  • 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 2.

  • Switch 4

    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 5

    upper left

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

    Controls Moving platform 4.

  • Moving platform 1

    lower center

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

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

  • Moving platform 2

    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 3

    middle center

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

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

  • Moving platform 4

    middle center

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

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

  • Moving platform 5

    lower right

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

    When powered, it moves right; 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.

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 25?

Coordinate both timed controls with the two held plates, freeze the central crossing, then send Fireboy through the lava-side chamber for the shared diamond. 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 lower left. Both heroes must be at their own doors together.

How many diamonds are required in The Frozen Chamber 25?

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

Which hazards are in The Frozen Chamber 25?

2 orange lava pools (middle left and lower right) and 3 blue water pools (middle right, lower center, and lower 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 Frozen Chamber 25?

Switch 1 (middle center): Controls Moving platform 5. 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 2 (upper right): Controls Moving platform 1. 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 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (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 5 (upper left): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.