Ice · LEVEL 34 · Verified walkthrough

The Frozen Chamber 34

Exchange the two fan settings, open the upper gates, and take turns holding green while the other hero rides the left lift and collects the diamonds.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. 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 34, ice level 34: 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 · 34 of 37
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards4 lava pools, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms4 levers, 1 plate, 4 moving platforms, 2 fans, 10 ice strips
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Send Watergirl up the right stairs

    Walk left from the start to the dry foot of the stairs, jump back right onto the first ledge, then zigzag up the right wall. On the water ledge, touch the paired purple levers once. This stops the horizontal fan and starts the upward fan. Collect the blue diamond in the water, jump left onto the central arch, and drop left onto the green plate. Stay there.

  2. Collect Fireboy’s lower diamonds

    Fireboy walks left through his matching lava and collects the bottom red diamond. Enter the upward fan near its left side and let it lift him through the red diamond above. Move left out of the fan and drop to the bottom-left corner.

  3. Open the right climbing route

    From the dry bottom-left floor, jump right onto the ledge with the yellow lever. Touch yellow, which slides the upper-right panel left and opens the gap beside the right wall. Drop back down and cross the bottom lava to the right stairs.

  4. Cross the roof with Fireboy

    Repeat the right-hand climb. Passing the paired purple levers again switches the fan settings back; Fireboy has already collected the fan diamond. Continue up through the yellow opening, collect the upper-right red diamond, and jump left from dry ground onto the dry right edge of the lava roof. Walk left across the matching lava, drop onto the upper-left floor, then jump left from the narrow dry strip to the raised green lift.

  5. Lower Fireboy to the blue lever

    Watergirl jumps up for the blue diamond above green, returns to the plate, then jumps right onto the central ledge to release it. Let the lift lower Fireboy. He walks right off it, drops through the left-hand ledges, and walks left for the red diamond near the wall. Walk right to touch the blue lever, lowering both gates beside the upper doors.

  6. Return Fireboy to the top

    Fireboy uses the left-hand zigzag: jump right onto the middle ledge, move onto its dry sloping end, and jump left onto the higher ledge. Jump left to the lowered lift and move fully onto its center. Watergirl returns to green and raises him. Fireboy jumps right over the wall onto the upper-left floor and enters the central door chamber.

  7. Exchange the green-plate holder

    Fireboy must return to green so Watergirl can collect the left-hand diamonds. Leave the chamber to the right, jump onto the upper-right floor, and drop onto the far-right ledge. Step left off it, then steer back right below the water ledge to land on the lower wall ledge. Drop left onto Fireboy’s matching lava, move to its dry left edge, jump onto the central arch, and drop left onto green.

  8. Take Watergirl around to the left lift

    Watergirl jumps right from green onto the central ledge, jumps onto the water ledge, and crosses the matching pool. Climb the right wall and pass through the upper door chamber. Jump left to the upper-left floor and collect its blue diamond. Jump from dry ground onto the raised lift and move fully onto its center.

  9. Collect the last blue diamond

    Fireboy steps just right of green onto the same dry ledge. Let Watergirl’s lift descend. She walks right off it and jumps through the blue diamond near the end of the next ledge, landing on the lower icy floor. Move onto that floor’s dry end and jump left to the higher ledge.

  10. Raise Watergirl once more

    Watergirl jumps left to the lowered lift and centers herself on it. Fireboy returns to green and raises her. She jumps right over the wall onto the upper-left floor. All eight diamonds are now collected.

  11. Return Fireboy by the right stairs

    Watergirl can enter her blue door now or wait on the upper-left floor. Fireboy jumps right from green onto the central ledge, walks down the arch into the matching lava, and jumps onto the right wall ledge. Climb past the paired purple levers and through the yellow opening to the upper-right floor.

  12. Enter the upper doors

    Fireboy walks left into his red door in the central chamber. Watergirl walks right into her blue door if she has waited. The blue lever keeps both chamber gates lowered.

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 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 2 and Moving platform 3.

  • Switch 2

    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 Fan 1.

  • Switch 3

    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 Fan 2.

  • Switch 4

    lower 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 4.

  • Switch 5

    middle center

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

    Controls Moving platform 1.

  • Moving platform 1

    middle left

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

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

  • Moving platform 2

    upper center

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

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

  • Moving platform 3

    upper center

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

    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 4.

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

  • Fan 1

    lower left

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

    The air current pushes right. Stay in the stream until you can move onto a dry landing.

  • Fan 2

    lower left

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

    The air current pushes up. Stay in the stream until you can move onto a dry landing.

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 34?

Exchange the two fan settings, open the upper gates, and take turns holding green while the other hero rides the left lift and collects the diamonds. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. 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 34?

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 34?

4 orange lava pools (upper center, lower right, and lower center) and 1 blue water pool (middle 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 34?

Switch 1 (middle left): Controls Moving platform 2 and 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 right): Controls Fan 1. 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 (middle right): Controls Fan 2. 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 4 (lower left): Controls Moving platform 4. 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 5 (middle center): Controls Moving platform 1. 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 34?

This level has 10 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.