Skip to content
Walkthrough & guides

Wet-Dry World

Super Mario 64 DS guide hub

Course 11 — Wet-Dry World. Find the tall city painting upstairs. The height at which you enter affects the initial water level; colored diamonds change it again inside. This chapter covers the seven named DS missions and the separate 100-Coin Star.

Stars in this course

  1. Shocking Arrow Lifts!
  2. Top o’ the Town
  3. 5 Secrets in the Shallows & Sky
  4. Express Elevator–Hurry Up!
  5. Go to Town for Red Coins
  6. Quick Race Through Downtown!
  7. Soaked Silver Stars
  8. 100-Coin Star

Mission 1 — Shocking Arrow Lifts!

Use the water diamonds to set a useful middle-high level, then swim to the arrow-lift route. Step on an arrow to move its platform and transfer carefully between the lifts while avoiding the Amps.

Ride to the yellow block on the raised ledge and break it for the star. The water level changes how you reach the lift area, so adjust it first rather than trying to force the entire route from the dry floor. Wait for a clear Amp orbit before making the last jump.

Mission 2 — Top o’ the Town

Raise the water with the highest reachable diamond, then swim to the upper platforms and make your way toward the course’s highest corner. Cross the narrow beams and rotating platform carefully.

Reach the yellow block at the top and take the star. Turning the camera before stepping onto a beam makes the crossing easier. If you miss a jump, aim for the water rather than pushing farther toward an outside wall; the raised level provides a safer recovery route.

Mission 3 — 5 Secrets in the Shallows & Sky

Lower the water and trigger five hidden secrets: push the large metal crate on the ground, hit the block above that crate, push the crate set into the wall, hit the yellow block above the wire cage, and hit the block on the small tower beside the sign.

Use the floor switch’s temporary steps to reach the cage-side block when needed. Each correct action displays a number, so count the registered secrets instead of expecting five visible stars. The fifth reveals the Power Star. Changing the water alone is not one of these five triggers.

Mission 4 — Express Elevator–Hurry Up!

Set the water low and climb to the top of the large cage, using the Heave-Ho or the upper route to gain height. Step on the wooden elevator so it descends, then jump off and hurry to the opening at the cage’s base.

Enter and board the inner part of the elevator before it rises out of reach. Ride it up inside the cage to the star. The puzzle requires leaving the lift outside and catching it from within; standing on its outer half all the way down does not put you beside the star.

Mission 5 — Go to Town for Red Coins

Reach the passage to the submerged town. A high entry into the course painting raises the initial water level; Mario’s balloon transformation is another way to reach the entrance area. Swim through and drain the town with its water diamond.

Break the central-plaza brick, collect the coin on the church roof and the ones on the neighboring roofs. Search both wall ledges and the two houses to the church’s right for the remaining coins. Luigi’s backflip helps with the high roofs. After collecting all eight, take the star by the church. Use the map to separate a rooftop marker from one at street level.

Mission 6 — Quick Race Through Downtown!

Enter the town as Luigi and drain its water. Find the Power Flower and become invisible, then pass through the grating in the far corner.

Climb the structure behind the bars to the star before the effect ends. Study the turn from the flower to the enclosure first so you do not waste its duration searching for the correct grate. Ordinary wall kicks cannot replace the phase-through step, and Mario’s flower gives a different power.

Mission 7 — Soaked Silver Stars

Select this mission and lower the water so the five Silver Star markers are easier to follow. Sweep the ground-level objects, then work upward to any marker on a platform rather than swimming aimlessly over the same point.

Carry the complete set to the Star Sphere. If an enemy hit scatters one, recover it while you are still in the area. Use the course’s diamonds deliberately: raising the water can help reach a ledge, but it can also hide the low route you still need to inspect.

100-Coin Star

Use Mario for convenient access to the higher routes. Clear the Skeeters, break the crates and collect the Red Coins when visiting the town. The main area’s Blue Coin Switch releases six Blue Coins, worth thirty, along the lower platform route.

Plan that temporary route before pressing the switch. Collect its coins, then use the town’s remaining supply if needed to reach one hundred. Keep track of which side of the town passage you are on; travel takes time, so collect each area methodically instead of returning repeatedly for a few loose coins.

Continue your star collection

Previous course: Snowman’s Land · Walkthrough overview · Next course: Tall, Tall Mountain

All 30 castle Secret Stars · Unlock the four characters