Ice · LEVEL 32 · Verified walkthrough

The Frozen Chamber 32

Use the two optical sliders to change the lower pools, then exchange the two pressure plates so Watergirl can collect the required diamond and release Fireboy. Finally, return to the matching exits on opposite sides of the central wall.

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

The Frozen Chamber 32, ice level 32: 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 · 32 of 37
Collectibles0 fire diamonds, 0 water diamonds, 1 neutral diamonds. 1 marked diamonds required; 0 optional.
Hazards4 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 2 plates, 3 moving platforms, 5 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 lower right. Both heroes must be at their own doors together.
ExitsFireboy: lower left. Watergirl: lower right.

Step-by-step walkthrough

  1. Freeze Fireboy’s lower-right crossing

    Drag the right optical knob a little left of centre, to about 42% of its track, until the lower-right basin freezes. Fireboy follows the bottom floor right, jumping over the knob before its track ends. From the raised floor by the blue exit, jump left onto the frozen basin. Cross left to the dry slope beside the central pillar, jump onto the pillar, then jump left onto the upper-left icy ledge.

  2. Park Fireboy on the left stairs

    Fireboy crosses the upper-left ice to the dry slope at the left wall. Jump right from that dry slope onto the small shelf above and wait there. Watergirl follows the bottom-left floor, jumps left over the other optical knob, and reaches the raised floor by the red exit. Jump right onto the dry bank of the lower-left basin.

  3. Melt Watergirl’s lower route

    Set the left optical knob slightly right of centre, about 57%, until the lower-left basin melts. Watergirl walks to its right end and jumps onto the central pillar. Adjust the same knob to about 46% so the lower-right basin is liquid too. Watergirl walks right into it, jumps left onto the small stair above, then jumps right onto the ramp leading to the lever. Walk through the lever to move the upper-left sliding shelf.

  4. Reach the upper-left plate together

    Fireboy can now jump left from his waiting shelf onto the wall shelf, then right onto the highest platform and its plate. Watergirl returns by stepping off the left tip of the lever ramp. Stay centred in the narrow vertical gap between that tip and the small stair below until she falls into the lower-right basin. Return left to the central pillar, jump left to the upper-left ice, and follow Fireboy’s wall-shelf route to the highest plate.

  5. Refreeze Fireboy’s lower-left return

    Keep Watergirl on the highest plate. Set the right optical knob just right of centre, about 54%, until the lower-left basin freezes. Fireboy steps left off the highest platform onto the wall shelf, right off that shelf onto the next one, and left off the next shelf onto the upper-left ice. Cross the ice right and step off its far end to land on the lower-left frozen basin.

  6. Exchange the left passage positions

    Watergirl steps left off her plate while remaining on its platform. Wait for the left bar to rise so Fireboy can walk beneath it across the lower frozen basin to the dry bank on its left. Watergirl then returns to the plate and waits for the bar to lower completely. Fireboy jumps right onto the small sloping ledge above the bank and walks right through the opened passage to the lower plate.

  7. Send Watergirl back to the upper-right basin

    Leave Fireboy on the lower plate. Watergirl descends by the same three left shelves, crosses the upper-left ice right, and drops to the lower-left basin. Move to the dry slope at its right end, jump onto the central pillar, and repeat the lower-right water and stair route. Walk through the lever again, then use interact once to restore its on position. From the dry right end of this platform, jump left onto the right bank of the upper-right basin.

  8. Move the right bar twice to reach the diamond

    Fireboy steps slightly left off his plate and waits for the right bar to rise. Watergirl walks left beneath it into the upper-right basin, stopping well left of the rising icy ramp. Fireboy returns to his plate and waits for the bar to lower completely. Watergirl jumps right from the water onto the icy ramp above the bar, then walks up and right to collect the required diamond.

  9. Return Watergirl to release Fireboy

    Keep Fireboy on his plate. Watergirl follows the upper-right slope left and drops into its basin. Continue left off the basin’s dry bank, falling beside its left wall to the lower-right water. Return to the central pillar, then use the upper-left ice and wall shelves to reach the highest plate again. Wait for the left passage bar to lower.

  10. Reach both matching exits

    Fireboy walks left through the opened passage, steps off the small sloping ledge onto the dry bank below, then continues left off that bank to his red exit. Watergirl can now leave the highest plate. Descend the left shelves, cross the upper-left ice and drop to the lower-left basin, then jump from its dry right slope onto the central pillar. Walk right through the lower-right water and off its far edge to land at the blue 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

    middle 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 3.

  • Switch 2

    middle left

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

    Controls Moving platform 1.

  • 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 2.

  • Moving platform 1

    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 2

    middle 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 3

    upper left

    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.

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 32?

Use the two optical sliders to change the lower pools, then exchange the two pressure plates so Watergirl can collect the required diamond and release Fireboy. Finally, return to the matching exits on opposite sides of the central wall. 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 lower right. Both heroes must be at their own doors together.

How many diamonds are required in The Frozen Chamber 32?

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

Which hazards are in The Frozen Chamber 32?

4 blue water pools (middle right, middle left, lower left, and lower right). 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 32?

Switch 1 (middle right): Controls Moving platform 3. 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 1. 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 2. 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 32?

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.