Ice · LEVEL 37 · Verified walkthrough

The Frozen Chamber 37

Use the outer stairs to release Fireboy, share the upper blue control, and return through the temple before the purple exit timer ends.

Level objective

Bring Fireboy to the orange exit in the upper right 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 37, ice level 37: 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 · 37 of 37
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms1 lever, 4 plates, 5 moving platforms
Win conditionBring Fireboy to the orange exit in the upper right 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 right. Watergirl: upper right.

Step-by-step walkthrough

  1. Open the timed green passage

    Watergirl crosses the frozen bottom pool for its blue diamond, climbs the far-right stairs and collects the blue diamond on the small outer shelf. Jump left onto the upper walkway and stand on its green plate.

  2. Bring Watergirl around the left side

    Return down the right stairs, cross the bottom pool, and climb the far-left stairs. Rise before steering onto the small left shelves. Collect the blue diamonds beside the stairs and beyond the green gate. Cross the central gap with a jump and hold the orange plate for Fireboy.

  3. Release Fireboy and collect the lower reds

    Fireboy walks left through orange and takes the middle red diamond. Drop through the central gap. Cross the yellow lever and briefly step back across it, returning it to its starting position so the bottom pool stays frozen. Drop from the right edge, cross left for the bottom red diamond, and climb the left stairs for the other lower red.

  4. Climb the upper-left stairs

    Fireboy jumps from the small left shelf onto the sloping middle ledge. From its upper end, jump left onto the next shelf for the high red diamond. Continue up the two small steps onto the top walkway.

  5. Wait beside the green gate

    Watergirl leaves orange, walks to the central gap and jumps left across it. Wait on the left middle walkway, just to the right of the green gate.

  6. Refresh green from the right

    Fireboy drops down the outside of the left stairs, crosses the bottom pool and climbs the right stairs again. Jump left onto the upper walkway and stand on green. Watergirl can now walk through the green gate.

  7. Put Watergirl on blue

    Watergirl climbs the left stairs to the top walkway, collecting its blue diamond. Walk right to the blue plate above the middle of the temple and stay there.

  8. Collect the last red and start purple

    Fireboy passes through the blue gate and crosses his lava pool for the remaining red diamond. Continue left to the purple timed plate. All ten diamonds are now collected.

  9. Return Fireboy to the top in time

    Keep Watergirl on blue until Fireboy has crossed back through its gate. Fireboy follows the right stairs down, crosses the bottom, then climbs the left stairs to the top again. Keep moving; purple has a limited hold after he leaves it.

  10. Approach and cross the exit gate together

    As Fireboy moves right along the top walkway, Watergirl leaves blue and approaches the purple gate beside him. Both must cross before it closes. Continue to the matching exits; 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

    middle center

    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 1.

  • Switch 2

    middle center

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

    Controls Moving platform 4.

  • Switch 3

    upper center

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

    Controls Moving platform 5.

  • Switch 4

    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 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.

  • Moving platform 1

    lower center

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

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

  • Moving platform 2

    middle left

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

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

  • Moving platform 3

    upper right

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

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

  • Moving platform 4

    middle 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

    upper center

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

    When powered, it moves down; 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.

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 37?

Use the outer stairs to release Fireboy, share the upper blue control, and return through the temple before the purple exit timer ends. Bring Fireboy to the orange exit in the upper right 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 37?

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 37?

1 orange lava pool (middle center) and 1 blue water pool (lower center). 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 37?

Switch 1 (middle center): Controls Moving platform 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 2 (middle center): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (upper center): Controls Moving platform 5. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (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 5 (middle left): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.