Ice · LEVEL 31 · Verified walkthrough

The Frozen Chamber 31

Use the purple platforms to collect the bottom diamonds, load the heavy crate onto the right pulley, and use the yellow lift to reach the upper route. A partner holds the green exit platform beneath the left door ledge before both heroes ride it up.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Frozen Chamber 31, ice level 31: 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 · 31 of 37
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards2 lava pools, 1 water pool, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 6 moving platforms, 2 stone boxes, 11 ice strips
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper right.

Step-by-step walkthrough

  1. Collect the two bottom diamonds

    Watergirl holds the purple plate on the bottom-right floor. Fireboy walks right onto the middle purple platform and rides it down. Walk left off it, then cross the bottom lava for the red diamond. Watergirl leaves purple towards the right-hand bank, jumps left onto the icy ledge above, then walks down its left slope and across to the bottom blue diamond.

  2. Ride the purple platforms back up

    Fireboy stands on the left purple platform and Watergirl on the middle one. Wait for the purple timer to expire and both platforms to rise. Fireboy jumps mostly upwards before steering left onto the small wall ledge, then stands at its left end. Watergirl jumps left from her platform onto the floor above the bottom lava, crosses her water pool, and jumps onto the same wall ledge.

  3. Climb to the heavy crate

    Fireboy jumps right from the small wall ledge, landing on the dry bank beside the water. Stand at that bank’s left edge, jump vertically, then steer right after clearing the overhang onto the main icy shelf. Walk right for its red diamond. From the shelf’s right edge, jump vertically before steering onto the triangular icy ramp, climb it, then jump right onto the heavy crate’s shelf.

  4. Lower the heavy crate

    Push the heavy crate towards the right edge of its shelf. Make a short rightward hop as it tips off the edge, then follow it onto the lower-right floor, collecting the red diamond on the way. Let the crate settle, then jump over it to stand on its left.

  5. Prepare Watergirl beside the pulley

    Watergirl follows Fireboy’s climb from the small wall ledge to the main shelf and triangular ramp. Stand on the ramp’s flat section just left of its small peak, then jump left onto the middle shelf. Collect its blue diamond and walk to the shelf’s far-left edge, beside the left pulley.

  6. Raise Watergirl with the crate

    Fireboy pushes the heavy crate right along the lower floor and onto the right pulley. Watergirl immediately jumps left towards the other pulley. She may first stop against the side of the upper ledge; keep moving left onto the centre of the deck as it rises. The heavy crate holds the opposite deck down and carries her to the upper-left route.

  7. Collect the upper blue diamonds

    Watergirl walks right up the icy slope for the first blue diamond. Jump right onto the smaller crate in the upper lava pool, stand near its centre, and jump straight up for the high blue diamond. Jump right again across the lava and raised stone lip, then follow the upper-right slope down to the yellow plate, collecting the blue diamond above it. Stay on yellow.

  8. Bring Fireboy up the yellow lift

    Fireboy walks right onto the lowered yellow platform. Watergirl jumps upwards before steering left off the yellow plate onto the upper icy slope. Wait for the platform to carry Fireboy up, then jump him left onto that slope. Walk left for the red diamond above the middle shelf.

  9. Collect the last red diamond and hold green

    Fireboy walks left, then jumps upwards before steering across the raised lip beside the upper lava. Walk left through his lava pool, pushing the smaller crate out of the way. From the dry left bank, jump upwards before steering left onto the upper-left roof. Collect the red diamond at its far end, then stand on the green plate.

  10. Hold the exit deck beneath the ledge

    Watergirl walks to the floor below the left edge of the green platform. Wait for it to lower completely, then jump upwards before steering onto its left end, just beneath the red door ledge. Keep her there. Fireboy leaves green, crosses the lava, jumps over the raised lip, and walks beneath the platform. As it rises, Watergirl’s head meets the underside of the original stone ledge and holds the deck below its upper stop.

  11. Join Watergirl and rise to the doors

    From the floor just left of the held deck, Fireboy jumps upwards briefly, then steers right onto it. Move Fireboy into the centre of the deck, then move Watergirl right into the centre too. Once her head clears the stone ledge, the deck rises fully. Fireboy jumps left into the red door bowl and Watergirl jumps right into the blue one. Either hero can enter 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 right

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

    Controls Moving platform 1.

  • 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 4.

  • Switch 3

    lower center

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

    Controls Moving platform 2 and Moving platform 3.

  • Moving platform 1

    middle 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

    lower center

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

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

  • Moving platform 3

    lower left

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

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

  • Moving platform 4

    upper 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 5

    middle left

    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 6

    lower right

    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

    middle 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.

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.

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 31?

Use the purple platforms to collect the bottom diamonds, load the heavy crate onto the right pulley, and use the yellow lift to reach the upper route. A partner holds the green exit platform beneath the left door ledge before both heroes ride it up. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Frozen Chamber 31?

10 diamonds: 5 for Fireboy and 5 for Watergirl. None are required to finish. 10 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Frozen Chamber 31?

2 orange lava pools (upper center and lower left), 1 blue water pool (lower left), and 1 purple goo pool (lower 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 31?

Switch 1 (middle right): Controls Moving platform 1. 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 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (lower center): Controls Moving platform 2 and 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 31?

This level has 11 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.