Ice · LEVEL 9 · Verified walkthrough

The Frozen Chamber 9

Collect the three high blue diamonds, freeze the bottom crossing for Fireboy, then use the lower right-hand ledges to reach the exit passage. Fireboy holds the blue gate open physically while Watergirl comes back around.

Level objective

Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.

The Frozen Chamber 9, ice level 9: 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 · 9 of 37
Collectibles3 fire diamonds, 3 water diamonds. 0 marked diamonds required; 6 optional.
Hazards1 lava pool, 2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 5 moving platforms, 2 stone boxes, 5 ice strips
Win conditionBring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle left. Watergirl: middle center.

Step-by-step walkthrough

  1. Climb the left shelves with Watergirl

    From the bottom-left dry slope, jump left onto the wall ledge, right onto the next shelf, left onto the higher wall ledge, and right onto the blue pool’s left bank. Cross that pool with Watergirl. Near its right end, jump upward before steering left onto the crate shelf.

  2. Use the upper crate for the high diamond

    Approach the crate from its right, jump onto it, and jump up and left to collect the high blue diamond. Land on the shelf below. Jump back onto the crate, then right onto the upper central roof.

  3. Collect the two central blue diamonds

    Cross the gap to the upper-right roof, then return to its left edge and drop onto the central ledge below. Walk right and drop to the blue-plate floor. This collects the lower diamond. Jump straight up beneath the higher diamond to collect it, then land on the same floor.

  4. Return to green

    Jump left onto the central ledge, then onto the upper-left roof. Walk left off that roof to the crate shelf, right off the shelf into the blue pool, and left off the pool bank. Drop down the left side to the bottom. From dry ground before the lava, jump right onto the long diagonal shelf and walk onto its green plate. Stay there until the lower blue pool freezes.

  5. Collect Fireboy’s three diamonds

    Fireboy jumps left from the bottom slope to collect the left red diamond, then returns to the bottom dry floor. Jump right onto the diagonal shelf and walk past Watergirl to collect the middle red diamond. Return left to the bottom, then walk right through the lava and across the frozen blue pool for the last red diamond. Watergirl keeps holding green.

  6. Approach the exit from below

    Fireboy can step onto the bottom pulley deck and jump back left. Return along the bottom to the dry takeoff before the lava. Jump onto the diagonal shelf, walk to its right tip, and jump right across the green bridge. Climb the small right-hand slope, jump to the ledge against the right wall, then jump immediately left onto the higher pointed platform. Walk left along it and stop beside the closed blue gate.

  7. Release the pulley counterweight

    Watergirl leaves green and repeats the left-hand climb to the crate and upper roof. Drop through the central gap to the blue-plate floor. From its dry left section, jump upward before steering right onto the yellow plate above. Hold yellow until the heavy right-hand crate descends on its pulley deck and the opposite deck rises.

  8. Open blue for Fireboy

    Watergirl walks left off yellow, drops to the floor below, and walks right onto blue. Wait for the gate above Fireboy’s passage to retract. Fireboy walks just underneath it and stops on the flat stone floor. Keep him there.

  9. Let Fireboy hold the gate

    Watergirl can now leave blue. The returning gate stops against Fireboy’s head while his feet remain on the original floor. Do not move Fireboy away yet. Watergirl jumps left onto the central ledge and upper-left roof, then repeats the leftward descent through the crate shelf and blue pool to the bottom.

  10. Bring Watergirl through the lower passage

    From dry ground before the lava, Watergirl jumps onto the diagonal shelf and walks to its right tip. Jump right across the bridge opening, climb the right-hand slope, jump onto the wall ledge, and jump left onto the pointed platform. Walk left under the gate that Fireboy is holding.

  11. Reach both doors

    Watergirl continues left down the short slope to her blue door. Fireboy can then leave the gate and walk left to his red door. For Fireboy to enter first, Watergirl instead waits just left of the gate until he reaches his door, then continues to hers.

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 center

    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 right

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

    Controls Moving platform 2.

  • Switch 3

    middle 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

    lower center

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

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

  • Moving platform 2

    upper right

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

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

  • Moving platform 3

    middle center

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

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

  • Moving platform 4

    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.

  • Moving platform 5

    upper 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

    upper right

    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 left

    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 9?

Collect the three high blue diamonds, freeze the bottom crossing for Fireboy, then use the lower right-hand ledges to reach the exit passage. Fireboy holds the blue gate open physically while Watergirl comes back around. Bring Fireboy to the orange exit in the middle left and Watergirl to the blue exit in the middle center. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The Frozen Chamber 9?

6 diamonds: 3 for Fireboy and 3 for Watergirl. None are required to finish. 6 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The Frozen Chamber 9?

1 orange lava pool (lower left) and 2 blue water pools (middle left and 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 9?

Switch 1 (lower center): 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 right): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle 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 9?

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.