Ice · LEVEL 28 · Verified walkthrough

The Frozen Chamber 28

Use the light crate to raise Fireboy and reach the blue lever. The two upper green shutters then release the heavy crates in turn: one provides a stepping stone to the diamond, and the other brings Fireboy back up. Finish with the pink lift and the two left-hand door alcoves.

Level objective

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

The Frozen Chamber 28, ice level 28: 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 · 28 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 levers, 5 plates, 10 moving platforms, 3 stone boxes, 5 ice strips
Win conditionCollect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the middle left. Both heroes must be at their own doors together.
ExitsFireboy: upper left. Watergirl: middle left.

Step-by-step walkthrough

  1. Get behind the light crate

    Watergirl holds the orange plate on the starting floor. Fireboy stands below the left end of the lower-right slope, jumps mostly upwards, then steers right onto it. Climb the slope, jump onto the next icy slope, and stand on the yellow plate at the far right. Watergirl follows onto the lower slope, walks off its right end, and drops behind the light crate.

  2. Load the right pulley

    Fireboy walks back down the two right slopes and holds orange. Watergirl pushes the light crate left past the orange barrier, then stops. Fireboy crosses the right pulley, jumps across the centre onto the left pulley, and jumps onto the left main floor. Watergirl now pushes the crate left off the starting floor onto the right pulley, stopping safely at the floor edge.

  3. Raise Fireboy to the left green plate

    Fireboy stands at the right edge of the purple plate. Let the purple shutters start opening, then promptly jump right onto the rising left pulley. The crate lowers the opposite deck and lifts him to the middle-left shelf. Jump left onto that shelf and walk up its slope. From just left of the upper overhang, jump vertically before steering right onto the upper green plate. Stay there.

  4. Use the light crate to reach the blue lever

    Watergirl jumps down onto the light crate, then steps off its left side onto the pulley. Push the crate right across the bottom water pool until it is beyond the right edge of the lower chamber. Jump onto the crate, jump left onto the chamber’s low right lip, and walk left to turn on the blue lever. This opens the barrier beside the neutral diamond.

  5. Raise Watergirl with the first heavy crate

    Watergirl leaves the lever to the right, drops back into her pool, and walks left to the dry bank beside the bottom pulley. Jump left onto its centre and wait. Fireboy leaves his upper green plate to the left. Its returning shutter pushes the first heavy crate onto the left pulley, bringing Watergirl up to the purple shutter.

  6. Open the lower-left route

    Watergirl jumps right onto the main starting floor. From its very left edge, make a long jump left across the centre to the clear right end of the left pulley, beside the heavy crate. Jump vertically before steering left over the crate, so it stays centred on the deck. Land on the left main floor and hold purple. The heavy crate now descends to the bottom-left bank.

  7. Collect the neutral diamond

    Fireboy walks right off the middle shelf and drops onto the clear right end of the bottom-left pulley. Push the heavy crate left across his lava pool until it is beyond the chamber’s left edge. Jump onto the crate, then jump right onto the chamber’s low left lip. Walk right through the open blue barrier to collect the diamond.

  8. Prepare Fireboy’s return lift

    Fireboy leaves the diamond chamber to the left, drops back into his lava pool, and walks right to the dry bank. Jump right onto the centre of the bottom-left pulley. Watergirl leaves purple, jumps right onto the central stone block, then jumps right again to the starting floor.

  9. Release the second heavy crate

    Watergirl climbs the two right slopes again. From the yellow plate, jump left onto the uppermost icy roof and walk left to its green plate. Wait for the heavy crate to settle below the retracted shutter, then leave the plate to the right. The returning shutter pushes this crate onto the right pulley and raises Fireboy to the left purple shutter. He jumps left onto the main floor.

  10. Meet on the left main floor

    Watergirl walks right off the upper roof and descends the two right slopes. Return to the starting floor, jump left onto the central stone block, then jump left again onto the main floor. Both heroes are now beside the pink-lift route.

  11. Ride the pink lift one hero at a time

    The first hero walks through the pink lever to lower the lift, waits for it to stop, and stands just beyond its right edge. Press interact and jump together while steering left: the nearby lever raises the lift while the hero boards it from the side. Let it rise fully. The second hero can repeat this after the first has left the lift.

  12. Enter either door first

    From the raised pink lift, move to its right edge and jump right onto the sloping lip below the blue door. Watergirl walks right into her alcove. Fireboy stays near the lip’s left end, jumps mostly upwards, then steers left onto the red door ledge and walks left into his door. 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

    lower 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 7.

  • Switch 2

    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 8.

  • 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 1.

  • Switch 4

    upper left

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

    Controls Moving platform 2.

  • Switch 5

    middle left

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

    Controls Moving platform 3 and Moving platform 4.

  • Switch 6

    upper right

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

    Controls Moving platform 5.

  • Switch 7

    middle right

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

    Controls Moving platform 6.

  • Moving platform 1

    upper 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 2

    upper center

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

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

  • Moving platform 3

    middle center

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

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

  • Moving platform 4

    lower center

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

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

  • Moving platform 5

    middle right

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

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

  • Moving platform 6

    middle right

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

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

  • Moving platform 7

    lower left

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

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

  • Moving platform 8

    middle left

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

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

  • Moving platform 9

    middle center

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Moving platform 10

    lower center

    The relative weight on its connected platforms drives this platform.

    Loading one side of the pulley pair lowers that side and raises the other.

  • Stone box 1

    upper center

    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.

  • Stone box 2

    upper center

    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.

  • Stone box 3

    middle 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

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.

A pulley is moving the wrong way

Loading one platform lowers that side and raises its partner. Shift the riders or movable weight as described in the route. A thin lift does not protect you from a dangerous pool when it sinks into the liquid.

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 28?

Use the light crate to raise Fireboy and reach the blue lever. The two upper green shutters then release the heavy crates in turn: one provides a stepping stone to the diamond, and the other brings Fireboy back up. Finish with the pink lift and the two left-hand door alcoves. Collect all 1 ring-marked diamond, then bring Fireboy to the orange exit in the upper 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 28?

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

Which hazards are in The Frozen Chamber 28?

1 orange lava pool (lower left) and 1 blue water pool (lower right). 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 28?

Switch 1 (lower right): 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 2 (middle left): Controls Moving platform 8. 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 3 (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 4 (upper left): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (middle left): Controls Moving platform 3 and Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 6 (upper right): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 7 (middle right): Controls Moving platform 6. 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 28?

This level has 5 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.