Elements · LEVEL 17 · Verified walkthrough

The Water Channel

Watergirl travels safely through the long water channel while Fireboy uses the dry upper ledges. Share the two pressure plates and position the block beneath the central gap.

Level objective

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

The Water Channel, elements level 17: 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
CampaignElements · 17 of 39
Collectibles3 fire diamonds, 3 water diamonds. 0 marked diamonds required; 6 optional.
Hazards2 water pools. Only your own element is safe; purple goo is dangerous to both.
Mechanisms2 plates, 2 moving platforms, 1 stone box
Win conditionBring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. Both heroes must be at their own doors together. The 6 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: middle right. Watergirl: middle right.

Step-by-step walkthrough

  1. Lower the first wall

    Move Watergirl RIGHT off the starting shelf and through the water, collecting the low blue diamond. Jump onto the small dry island in the middle of the channel and stand on its pressure plate. Keep her there while Fireboy crosses above.

  2. Take Fireboy along the upper route

    Jump Fireboy RIGHT from the starting shelf onto the long upper bank. Continue to the narrow vertical wall, then jump across its lowered top. Collect the red diamond just beyond the wall.

  3. Make a dry foothold in the water

    Move Watergirl RIGHT and push the square block through the water. Stop with the block directly below the open gap between the two upper banks. Move Fireboy right off the left bank and land on the block, collecting the low red diamond on the way down.

  4. Climb out of the gap

    From the block, jump Fireboy UP first, then steer RIGHT after rising clear of the right bank. Continue onto the higher dry floor to the right. Watergirl can now push the block farther right and collect the next blue diamond.

  5. Hold the high pressure plate

    Jump Fireboy LEFT from the high right floor onto the short upper shelf. Collect the high red diamond during the jump, then walk left onto the blue pressure plate. Hold it while Watergirl pushes through the raised underwater gate. Jump Watergirl straight up for the high blue diamond, then jump over the block onto the dry bank beside her exit.

  6. Reach the matching exits

    Watergirl enters the lower blue door on the far right. Fireboy leaves the high pressure plate, jumps right onto the dry route, and continues to the upper red door. Either hero can enter first once Watergirl is safely beyond the gate.

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

    middle center

    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

    middle 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 2

    middle right

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

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

  • Stone box 1

    lower 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.

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 Water Channel?

Watergirl travels safely through the long water channel while Fireboy uses the dry upper ledges. Share the two pressure plates and position the block beneath the central gap. Bring Fireboy to the orange exit in the middle right and Watergirl to the blue exit in the middle right. 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 Water Channel?

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 Water Channel?

2 blue water pools (lower left and lower center). 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 Water Channel?

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