Ice · LEVEL 3 · Verified walkthrough

The Frozen Chamber 3

Climb from the bottom-right shelves, freeze the lower basin for Fireboy, then melt the upper basin so Watergirl can jump from it. Use the right-hand timed plate to reach the two upper-left exits. The complete route collects all eight diamonds.

Level objective

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

The Frozen Chamber 3, ice level 3: 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 · 3 of 37
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards2 lava pools, 2 water pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 3 moving platforms, 16 ice strips
Win conditionBring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. 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: upper left.

Step-by-step walkthrough

  1. Climb the bottom-right shelves

    Either hero can move first. Follow the bottom floor right, collecting Watergirl’s blue diamond, and jump from the dry floor before the raised island onto its top. Fireboy collects the red diamond there. Move to the island’s right slope before jumping right onto the small wall shelf. From its dry section, jump left onto the end of the long shelf above; Watergirl collects the blue diamond during this jump.

  2. Freeze the lower basin

    Leave Fireboy on the right shelf while Watergirl walks left through the lower blue basin to the pressure plate at its far left. Hold the plate until its shutter moves aside and the downward blue beam freezes the basin. Fireboy can now walk left across it and collect the red diamond beside the plate.

  3. Climb the left side and collect the blue diamond

    For each hero, move to the dry floor left of the plate, jump right onto the narrow step, then jump right again onto the dry ledge above. Watergirl jumps left from this ledge onto the icy wall slope for her blue diamond. Move her slightly farther left, then return right off that slope and land on the dry ledge again.

  4. Open the melt beam for Watergirl

    Fireboy crosses the frozen upper basin and the orange basin to the pressure plate on their right. Hold it until its shutter clears the orange beam and the upper blue basin melts. Fireboy walks right up the icy slope for the red diamond, then returns to the plate. Watergirl walks into the melted basin and jumps right from its middle onto the left tip of the long shelf above, avoiding the orange basin.

  5. Bring both heroes to the timed plate

    Watergirl follows the long upper shelf to its right end and jumps right onto the small shelf carrying the timed plate. Fireboy moves to the dry ground just beyond the long shelf’s right edge, jumps left onto that shelf, walks to its right end, and jumps right onto the timed plate too.

  6. Send Watergirl across the top route

    Keep Fireboy on the timed plate. Watergirl moves toward its left edge and jumps left onto the icy upper shelf. Move a little farther left for the blue diamond, then continue up and over the raised ridge. From the dry slope just right of the purple pool, jump left across it. Land on the dry ground beside the central peak, then jump left onto the peak.

  7. Finish Watergirl while the exit passage is open

    From the central peak, jump left onto the exit platform and continue left through the raised bar to the blue door. Fireboy must stay on the timed plate until she has reached her exit.

  8. Take Fireboy through the timed return

    Fireboy now follows the same upper route without waiting: jump left to the icy shelf, climb the ridge for the last red diamond, continue down its left slope, and jump across the purple pool. Jump onto the central peak, then jump left to the exit platform and continue left beneath the raised bar. Keep moving so the eight-second signal lasts through the crossing. Reach the red door to finish with both heroes and all eight diamonds.

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 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

    middle right

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

    Controls Moving platform 3.

  • Moving platform 1

    lower center

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

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

  • Moving platform 2

    middle left

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

    When powered, it moves right; 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.

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 Frozen Chamber 3?

Climb from the bottom-right shelves, freeze the lower basin for Fireboy, then melt the upper basin so Watergirl can jump from it. Use the right-hand timed plate to reach the two upper-left exits. The complete route collects all eight diamonds. Bring Fireboy to the orange exit in the upper left and Watergirl to the blue exit in the upper left. 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 Frozen Chamber 3?

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 Frozen Chamber 3?

2 orange lava pools (middle center and lower right), 2 blue water pools (middle center and lower center), and 1 purple goo pool (upper center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The Frozen Chamber 3?

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 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 (middle right): Controls Moving platform 3. 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 3?

This level has 16 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.