Ice · LEVEL 5 · Verified walkthrough

The Frozen Chamber 5

Move the mirror crate between the cold and warm beams. Freeze the bottom crossing, melt the upper pool for Watergirl, then freeze it again so Fireboy can reach the roof exits.

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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Frozen Chamber 5, ice level 5: 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 · 5 of 37
Collectibles5 fire diamonds, 5 water diamonds. 0 marked diamonds required; 10 optional.
Hazards1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 levers, 2 plates, 4 moving platforms, 1 stone box, 2 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Open the crate passage

    Watergirl walks left off the long starting floor and drops into the bottom blue pool. Cross it to the purple plate on the low central floor, collecting the blue diamond on the way. Stay on that plate to withdraw the small bridge beneath the mirror crate.

  2. Bring down the mirror crate

    Fireboy walks left along the starting floor to the foot of the central diagonal ramp. Jump right onto that ramp and push the mirror crate along its shelf, collecting the red diamond. Keep pushing when the crate tips across the opening: it rotates through the gap and lands on the starting floor below.

  3. Freeze the lower pool

    From the crate’s right, jump onto it and walk off its left side. Push it right until its diagonal mirror sits beneath the left, cold emitter. Allow the crate to settle. Fireboy then returns left and jumps onto the diagonal ramp, clearing the horizontal ray. Check that the reflected cold beam reaches the lower-left mirror and freezes the bottom pool.

  4. Collect the bottom red diamonds

    Watergirl keeps holding the lower plate while Fireboy returns to the bottom pool. Walk across the ice for the left red diamond, continue through the lava for the right red diamond, and touch the yellow lever in the bottom-right corner. This lowers the lift on the left.

  5. Climb to the green lever

    Watergirl leaves the plate and walks to the far-left dry bank. Jump right onto the long starting floor, then jump onto the diagonal ramp for the middle blue diamond. Return to the floor just right of the lowered lift. Jump vertically before steering left onto the lift, then jump right onto the higher slope and walk to the green lever. Fireboy returns along the bottom, climbs from the same far-left bank and uses that lift too.

  6. Take the right red diamond before melting

    Fireboy crosses the still-frozen upper pool and collects the red diamond at its right bank. Return to the green lever. Set the lever so the lower-left mirror points the beam upward, and keep Fireboy safely on this dry middle floor.

  7. Move the crate to the warm beam

    Watergirl walks left onto the lowered lift and off its right end to the starting floor. Push the mirror crate farther right, beneath the warm emitter. Let it settle, then return left and jump onto the diagonal ramp to clear the horizontal ray. The warm beam reflects through the lower-left and upper-left mirrors and melts the upper pool.

  8. Collect the central blue diamond and hold orange

    Watergirl climbs the lowered lift again. From the dry floor before green, jump across the lever without touching it. Enter the melted upper pool and stop just right of the central ledge. Jump vertically, then steer left onto that ledge for its blue diamond. Jump right onto the sloping shelf and walk onto the orange plate beneath the upper roof. Stay there.

  9. Open the roof passage

    Fireboy walks left from green to the end of the middle floor. Jump vertically before steering left onto the passage above. Watergirl’s orange plate lowers its gate, allowing Fireboy to walk left and touch the blue lever. This opens the gate on the top roof.

  10. Collect the high red diamond

    Fireboy returns to the right end of that passage, beyond the edge of the roof above. Jump vertically before steering left onto the upper-left roof and collect the red diamond. Walk back off the roof’s right edge, descend through the passage’s right end, and wait on the dry floor near green.

  11. Collect the outer-left blue diamond

    Watergirl leaves orange, drops through the gap left of its shelf, and returns across the upper pool to the dry floor. Climb to the right end of the left passage, then jump onto the upper-left roof. Fireboy now walks through green to restore the mirror’s upward position. Watergirl walks off the roof’s left edge and falls beside the left wall for the blue diamond. She lands on the lower mirror; walk off its left side and wait to reach the bottom bank.

  12. Refreeze the upper crossing

    Watergirl jumps from the left bank to the starting floor. Approach the crate from the left, jump over it, and push from its right until it sits beneath the cold emitter again. Let it settle and check that the upper pool freezes. Jump back over the crate to its left side, then return to the diagonal ramp and the lowered lift.

  13. Reach the final blue diamond

    Watergirl climbs to the dry floor and jumps across green without touching the lever. Cross the frozen upper pool to its right bank. From the slope against the right wall, jump vertically before steering left onto the shelf above. Walk left to its flat section, then jump vertically before steering right onto the highest wall ledge for the last blue diamond.

  14. Bring both heroes to the roof exits

    Fireboy crosses the refrozen pool and climbs onto the same right-hand shelf. From its flat section, jump vertically before steering left onto the top roof. Walk left through the open blue gate to the red door. Watergirl jumps left from her high wall ledge onto the roof and walks to the blue door. 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

    lower 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 1.

  • Switch 2

    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.

    This switch has no connected device in the current room.

  • Switch 3

    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 4.

  • Switch 4

    lower center

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

    Controls Moving platform 2.

  • Switch 5

    upper 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

    middle left

    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

    middle center

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

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

  • Moving platform 3

    middle left

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

    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 3.

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

  • 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.

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 5?

Move the mirror crate between the cold and warm beams. Freeze the bottom crossing, melt the upper pool for Watergirl, then freeze it again so Fireboy can reach the roof exits. 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 10 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Frozen Chamber 5?

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 5?

1 orange lava pool (lower center) and 2 blue water pools (middle center and lower left). 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 5?

Switch 1 (lower right): 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): This switch has no connected device in the current room. 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 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 4 (lower center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 5 (upper 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 5?

This level has 2 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.