Friday, January 23, 2026

PrinceWatercress plays Super Mario Odyssey - Part 8 of 92


In this video, we complete what little we have left of the Cascade Kingdom, then head back to the Sand Kingdom.

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Back at the Sand Kingdom, the man with the taxi cab will finally be ready to go. Talk to the Sand Kingdom citizen who is next to him. He will mention that he will want to head to the Metro Kingdom. The driver will just be waiting for the entire taxi cab to be fully defrosted. You won't be able to head there for a while, but if you talk to him now, you'll be able to open up a series of Power Moons that will involve backtracking through a couple of kingdoms.

For a one-time payment of 30 golden coins, you can unlock the Jaxi. The Jaxi is a small stone beast with four legs. Hold B to brake (don't just tap it like I did; I figured out how it worked later on), and press ZL or ZR to get off the Jaxi.

Once you unlock the ability to ride the Jaxi, you'll be able to use the Jaxi stops. There are indicated by pastel colored benches with pastel colored signs next to them. Press A in front of the sign when the game prompts you, and you can call a Jaxi to your location without having to go back to the village to find one.

The yellow lizard - known as a Glydon - can glide. Just possess him with the hat, then jump and hold the jump button to glide.

Power Moons


Cascade Kingdom


6. Treasure of the Waterfall Basin - In the water near the rock bridge, there is a hidden area off to the west. Inside is a chest containing a Power Moon.

10. Cascade Kingdom Timer Challenge 2 - There is a scarecrow at the summit where you fought Madame Broode. Throw your hat at it, then jump up the blocks to get the Power Moon before the obstacle course and its Moon disappear.

11. Good Morning, Captain Toad! - You'll need to head back to the summit and drop off the west side to find Captain Toad. If you're having trouble, find the Moon Rock first, then look around from there.

12. Dinosaur Nest: Big Cleanup! - In the Hat Door Room on the high cliff, take control of the T-Tex and destroy all of the enemies by running into them. This will reveal a Power Moon.

13. Dinosaur Nest: Running Wild! - There is a platform off to the side in the room where you find Power Moon #12. One of the rocks there contains a Power Moon; all you have to do is run into it with the T-Rex.

15. Very Nice Shot with the Chain Chomp! - Just past where you got Power Moon #14 (see previous part), there is an area off to the right side of the screen you can jump to. You have one more target to hit with the Chain Chomps, and hitting the target gives you another Power Moon.

20. Rolling Rock by the Falls - Go back to where you originally found the Odyssey before powering it up. One of the rocks will flash colorful rainbow lights if you run into it and break it. Keep running into it and hitting it with your hat, and it will eventually break and reveal a Power Moon.

Sand Kingdom


13. The Lone Pillar - This is directly across from the Glydon at the Tostarena Ruins Round Tower checkpoint. Just glide to the Moon to the pillar.

15. Hand Your Hat on the Fountain - Throw your hat at the top of the fountain and hold the cap throw button. You'll find a Power Moon. 

19. Bullet Bill Breakthrough - Near the Tostarena Ruins Sand Pillar checkpoint, you can take a Bullet Bill through a hole in the wall and break a cage containing a Power Moon.

23. The Lurker Under the Stone - Go back to where you met the Broodals at the top of the Inverted Pyramid (you can get there from the Tostarena Ruins Round Tower checkpoint with the electrical wire). There is a Lurker - a small bump in the ground - that runs away from you when you approach it. Hit it with your hat to stun it, then ground pound it before it comes to. You'll get a Power Moon.

24. The Treasure of Jaxi Ruins - There is a small building in the purple lava in the Jaxi Ruins area. You can glide to it with the Glydon near the Tostarena Ruins Round Tower checkpoint. At the top of this small building is a checkpoint, a Jaxi stop, and two chests. One of the chests contains a Power Moon.

35. Love in the Heart of the Desert - At the start of the ruins area, possess a Goomba, then make a stack of four Goombas by jumping onto four other Goombas. You'll impress the Goombette, who will give you a Power Moon. (If you approach the Goombette as plain old Mario, she will run away, and she will only return when you get far enough away from where she was.)

39. Welcome Back, Jaxi! - There is an empty spot at the top of the Inverted Pyramid, and it will be marked by a slope made out of desert stand leading to it. Unlock the Jaxi, then call the Jaxi at the bench on top of the Inverted Pyramid. Take the Jaxi to the empty spot (you may have to hold B to brake; I made this look amazingly easy), and the Jaxi will reveal that he used to be a statue at the Inverted Pyramid, but those days are done. 

60. Strange Neighborhood - There is a rocket on a rooftop in the village. Throw your hat on it and blast off, then throw your hat at the scarecrow. This time around, you'll have to go through an area without the use of your hat, but you'll have as much time as you need here. (Not all of the scarecrow section are timed; if you don't hear what sounds like a ticking clock, it's not timed.) The building platforms rotate slowly at regular intervals, and if you wait around, you can find coins, including regional coins. After collecting this Power Moon at the end, Cappy will return back to you when you approach the rocket that leads out of here.

61. Above a Strange Neighborhood - In the area where you'll find Power Moon #60, there are three blocks next to one another. If you pay attention to the top of the middle block, you'll find a shadow. There is an invisible block above the shadow. If you hit it, you can get on top of the block and grab this Power Moon.

Metro Kingdom


51. Secret Path to New Donk City! - Directly below Power Moon #13 (see above), there is a portrait with a warper painting on it. You can enter the painting and be transported straight to a portion of the Metro Kingdom that is kept far from the rest of the main area. Here, you'll find a checkpoint as well as a Power Moon.

Regional Coins


Sand Kingdom


Thursday, January 22, 2026

PrinceWatercress plays Super Mario Odyssey - Part 7 of 92


In this video, we get the Cap Kingdom wrapped up, then head back to the Cascade Kingdom.

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There was someone near the Odyssey in the Cap Kingdom who tells you about a stranger at the top of Top Hat Tower. This is supposed to be how you learn about Captain Toad; I just never bothered to talk to him.

Uncle amiibo well help you get some Power Moons, Regional Coins and even costumes if you have any amiibo. Thankfully, you can unlock everything in the game without the use of one.

By opening the door of the Odyssey with your hat, you can go inside and look at all your souvenirs as well as change costumes. Any decals you have will be stuck to the outside of the Odyssey.

Despite what I was thinking here, we have all the Power Moons we can get in the Cap Kingdom...for now. We won't be able to fill up the rest of the Power Moon list for the kingdom until we beat Bowser.

In the last area before you get Power Moon #16, staying as high as possible on the three sets of platforms will lead you to four Regional Coins.

Power Moons


Cap Kingdom


1. Frog-Jumping Above the Fog - Near where the Odyssey is, capture a frog, then jump onto the hat platforms in the bottomless pit area to the south. You'll need to hit some invisible blocks to get to it, but you'll find a Power Moon.

2. Frog-Jumping from the Top Deck - By jumping to the top of the double decker house in the village as a frog, you can then shake the controller to perform a high jump and get this Power Moon.

11. Secrets of the Frog Pond - Remember that really narrow platform you saw while getting the Moon Fragments in that one Hat Door room? If you high jump upwards as a frog, you'll find a hidden area with a Power Moon.

Cascade Kingdom


5. On Top of the Rubble - This one is within view of the Odyssey when you return to the Cascade Kingdom after completing all story objectives and coming back to the kingdom itself.

7. Above a High Cliff - Breaking this rock past the rock bridge with a Chomp will reveal a pipe. Entering it will take you to this Power Moon.

8. Across the Floating Isles - By going back to where you faced Madame Broode, you can find a series of floating platforms with three Regional Coins and a Power Moon.

9. Cascade Kingdom Timer Challenge 1 - The scarecrow next to the rock bridge will reveal a hidden challenge if you throw your hat at it. You'll need to hurry across the moving platforms before time runs out and the Power Moon disappears to get the Power Moon. If you take too much time, you'll get your hat back, and you'll have to try again. Keep in mind that you cannot use your hat while doing a scarecrow challenge.

14. Nice Shot with the Chain Chomp! - For this challenge, you'll need to knock Chomps into other Chomps and send those Chomps into the targets to open up each subsequent room. After doing this three times, you'll get a Power Moon.

16. Past the Chasm Lifts - This Hat Door takes you to a simple obstacle course with an 8-bit area. Watch the platforms so you're not on them when they disappear and send you into the abyss below. At the end, you'll get a Power Moon.

17. Hidden Chasm Passage - While looking for Power Moon #16, there is a shortcut you can take to another 8-bit area. To the right behind the wall is a passage to a hidden Power Moon.

24. Shopping in Fossil Falls - Buy a Power Moon from the Cascade Kingdom Crazy Cap shop near the rock bridge.

Regional Coins

Cascade Kingdom


Wednesday, January 21, 2026

PrinceWatercress plays Super Mario Odyssey - Part 6 of 92


Now that the story missions in Sand Kingdom are complete, we can now backtrack at our leisure.

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Now that we've completed the Sand Kingdom, we are finally free to backtrack to previous kingdoms. Before you can do that, however, you'll have to choose between the Lake Kingdom and the Wooded Kingdom for the next place to go to and look for Bowser, Princess Peach and Tiara. Believe it or not, while you'll explore both kingdoms eventually, the chooses you make in these forks in the road will dictate how you get a few select Power Moons throughout the game. I pick Wooden Kingdom, which means that Lake Kingdom will come after that.

By completing all the story mode Moons in a kingdom, you can open up the rest of the kingdom and unlock even more Power Moons to collect. There are some Moons you can pick up outside of the story missions, but you'll need to go where the game tells you and do what you need to do first to fully open up an entire Kingdom.

When you land back in the Cap Kingdom, you'll meet the Hint Toad. For 50 gold coins, you can get a hint for one of the Power Moons you have yet to collect. We'll be finding all of them in this Let's Play, which means you won't be needing any hints here. I also meet Talkatoo for the first time, and unlike the Hint Toad, Talkatoo will give you a hint for free.

The Regional Coins will finally show up when you return to Cap Kingdom, and they will have the shape of a top hat.

Para-Goombas show up, and by commandeering one, you can fly around, albeit with a limit as to how high you can go. Hit them once with the cap to knock the top hat off, then hit them with the cap again to take possession. You'll need a Para-Goomba to pick up some Power Moons and Regional Coins.

If you hold Y as your cap hits a ? Block, you can get a ton of coins out of it before it turns brown.

At the top of Top Hat Tower, you'll find Captain Toad. He will appear once in every kingdom, and if you talk to him, he will give you a Power Moon. 

If you hold any direction towards some coins and press A while travelling through a power wire, you can go off the wire briefly to get those coins. Pressing ZL or ZR while in the middle of a power wire will allow you to get out of the wire and drop down from where you got out. You'll need to do this for Power Moon #8 (see below).

After getting the aforementioned Power Moon, I spend all of the Regional Coins in the Kingdom and even get a Power Moon from the gold coin store.

If you stand in front of a boombox, Mario will dance near it.

Power Moons


3. Cap Kingdom Timer Challenge 1 - There is a scarecrow near the entrance to Top Hat Tower. If you toss your hat at it, you will trigger a Power Moon that will only be visible for a limited time. You'll want to long jump your way to the Power Moon and avoid the Para-Goomba near the end. Simple as that!

4. Good Evening, Captain Toad! - When you return to the Cap Kingdom, go up Top Hat Tower. The people there will tell you that someone peculiar is at the top where you fought Topper. When you go back there, you'll find Captain Toad. Talk to him for a Power Moon.

5. - Shopping in Bonneton - Purchase a Power Moon from the Crazy Cap gold coin shop in the middle of the village.

6. Skimming the Poison Tide - Behind Top Hat Tower is another Hat Door. Open it, then take control of a Para-Goomba and watch out for the waves of purple death goo as you fly through all the coin rings to get the five Moon Shards here.

7. - Slipping Through the Poison Tide - Below where you found Power Moon #6, there is an opening in the grate where the purple death good is coming from. With a Para-Goomba, fly through it, land on the platform with the Regional Coins, then fly in the other direction and land on each platform to make it easier to get to the top. You'll find another Power Moon at the end here.

8. Push-Block Peril - The Hat Door at the top of Top Hat Tower is now accessible. Carefully make your way to the top via the moving blue blocks and you'll find a Power Moon. 

9. - Hidden Among the Push-Blocks - Halfway up the tower full of platforms moving in and out of the wall where you found Power Moon #8, turn around at the reverse L-shaped block. You'll find a hidden Power Moon.

10. Searching the Frog Pond - There's a hat door that wasn't there before. Once you open it and go in, get ready to take control of a frog and pick up five Moon Shards for a Power Moon. Moon Shards are here: 1 | 2 | 3 and 4 | 5

Regional Coins


Tuesday, January 20, 2026

PrinceWatercress plays Super Mario Odyssey - Part 5 of 92


In this video, we take care of the goings on in the Sand Kingdom for good. 

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The Hole in the Desert


You'll need to head back to where the Inverted Pyramid was, which is the northeastern corner of the kingdom. There will be a hole there, and you'll need to go down it. This will take you to the Underground Temple. Be ready to create energy rings with those devices from earlier in the kingdom to break some blocks that are in your way. 

By taking control of a Goomba, you will not be able to slip on the ice, even when you are holding the Y button to move faster. Also, by jumping on top of a Goomba with another Goomba, you can create a Goomba stack. This can allow you to reach higher areas when you de-possess the stack, assuming the stack is high enough to reach them.

You'll eventually have to de-possess the Goomba stack in order to ride a Bullet Bill to the end. Just watch out for the moving columns as you might the flight across and you should be okay. This will take you to the Deepest Underground. Possess a Bullet Bill to head towards the sandy arena where you will face Knucklotec. Remember that glass pyramid looking deal that we saw in the desert with the Multi-Moon? That was his head. Knucklotec will think that you took the Binding Band from the podium across from where you entered, then fight you.

You'll need to avoid the fists as they smash the ground. If the hands hit one of the many diamonds on the ground, they will get smashed. Possess the hand, then hold Y and avoid the diamonds that the other hand tosses as you run right into Knucklotec's face. It can be a little difficult, as the free hand can sometimes change positions to block you with a projectile attack, but if you move wildly enough, you can make it to the face quickly enough.

Any diamonds with Hearts in them can be smashed by the hands to release the hearts if you need the health. Just stand there and move out of the way before the hand hits the ground.

After each hit, Knucklotec will create some diamonds that will land on the ground and become buried in the sand. Avoid those diamonds, and repeat the process. After the second hit, you'll need to avoid the fists when Knucklotec launches them at you from far away. When he has his hands up, open and to the sides, move up and down as you move around the arena so you don't get clapped. You'll soon be able to defeat Knucklotec on the third hit and get Power Moon #4 (see below).

After getting this Multi-Moon, the ice crystals will be gone and the weather will be back to normal. As a result, some things that were frozen before will be thawed out, and more of the kingdom will be opened up. From here, you can finally throw your hat into the globe on the Odyssey and cash in your Power Moons. However, we will spend some more time here in order to get some more Power Moons, which I will mention on the list below. 

Power Moons


4. The Hole in the Desert - Defeat Knucklotec after going into the hole underneath the Inverted Pyramid and following the path. 

16. Where the Birds Gather - There is a small mount of sand with some birds on it in the Desert Oasis in the southeast corner of the kingdom. Ground pounding it will get you this Power Moon.

32. Taking Notes: Jump on the Palm - At the Desert Oasis in the southeast corner of the map, there is a rainbow colored treble clef. Climb up the tree and grab it, then grab all six notes before they disappear to get this Power Moon.

34. Fishing in the Oasis - By possessing the Lakitu, you can go fishing. You'll want to press Y to raise and lower the line, and you'll want to press Y right when the big fish-shaped shadow starts getting super close to the hook. Getting the timing on this will take some trial and error, as you can see. If you time it right, you'll see Lakitu from a different angle, and you'll be told to reel the line in with the left stick or by shaking the controller. I recommend shaking your Pro Controller and/or Joycons to do this. The small fish give you Hearts, but the big one gives you a Power Moon.

47. Underground Treasure Chest - By possessing a Bullet Bill here and taking it to the right, you can find a path leading to a bunch of coins. There is another path on a narrow walkway with some invisible blocks to hit at the end. Hit those, then go upwards to find a chest containing a Power Moon.

48. Goomba Tower Assembly - In the Underground Temple, the first stack of Goombas you can possess with your cap will be able to reach this Power Moon. Just stand under it, then press ZL or ZR to get Mario to come out and grab the Power Moon in the process.

Regional Coins


Monday, January 19, 2026

PrinceWatercress plays Super Mario Odyssey - Part 4 of 92


Now that we've had our fun in the Sand Kingdom, let's get the plot chugging along.

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Atop the Highest Tower


If you press Y in the middle of a ground pound, you can perform a dive. This can let you get some extra distance on some jumps.

In this video, I head into the ruins proper. I make my way past where I picked up a few moons. The sand geysers will act as platforms whenever they spew out of the quicksand (which I thought was lava at first). Just remember that the geysers can disappear for a while, and if that happens, you'll need to wait for them to sprout up again.

While you're in that quicksand, you'll need to keep on jump to avoid sinking into the quicksand.

Even if you're in the 2D sections, you can still use ZL or ZR to crouch at a moment's notice as well as to enter pipes in the ground or any upside-down pipes on the ceiling. (If they're in the air, you'll still have to jump into them while holding Up on the left stick.)

To activate a switch, throw your hat at it.

The green viewport can be used to see things from a great distance. By throwing your hat at one, you can commander one and use the right stick to look around and the Y button to zoom in and out. Pressing R resets everything. Pressing ZR will allow you to go back to exploring.

You'll eventually reach the bottom of the tower, and you'll need to enter the pixelated pipe to enter another 2D section. There are some walls you can pass through to find some secrets, so take a good look around. Just watch out for those Bullet Bills. At the top, you'll find the exit out of this section, and you'll find Power Moon #1: Atop the Highest Tower (see below). As you get it, activate the checkpoint.

Moon Shards in the Sand


You'll then get your next story mission: "Moon Shards in the Sand." The path forward from the tower will be opened up, and you'll be able to use the platforms in front of you to get to the desert island separated from the rest of the kingdom. By throwing your hat at the blue mechanisms, you can extend your throw to get more coins. The black spiked cylinders with the yellow rings in them shoot out circular waves of energy that can be used to break blocks if your hat hits them. You'll need these to get some Regional Coins. Just watch out if you see some of these things close enough together, as they can keep hitting each other with their own energy waves and start a chain reaction that just keeps going.

You'll eventually land on that island and in front of a checkpoint. Hit the checkpoint so you can warp here whenever you need to. You are now in the Moe-Eye Habitat. Pick up the five spinning moon tokens that are scattered throughout the island. You'll be able to get another Power Moon.

You can take control of the Moe-Eyes with your hat, and you'll need to do so in order to see some hidden platforms and paths. While we've seen one in the last video and figured out how it worked when we went into the underground maze, this is where you'll probably first meet the Moe-Eyes. Press Y to put on and take off the shades to see hidden platforms. If your sunglasses are on, you won't be able to move as fast as you would with the sunglasses off, so keep that in mind. To get to the columns, you'll need to find a platform that is moving up and down and get on it with the Moe-Eye.

The Moe-Eye's sunglasses will also show off invisible coins, and not just invisible platforms. Interestingly, you'll also see birds resting on the invisible paths, which can help save a little bit of time.

The five Moon Shards will be here: 1 | 2 | 3 | 4 | 5

Once you get the Power Moon in this area to show up, you can grab it and move on.

Showdown on the Inverted Pyramid


After getting the Power Moon from Moe-Eye Isle, the door to the Inverted Pyramid will open, and the Broodals will show up on their airship.

By pressing Minus, you'll find the Brochure, which takes you to the Map. Pressing Y takes you to the Power Moon list, and you can scroll up and down to see what you've found as well as any Talkatooie hints you have. The checkmarks on the map indicate which Moons you've found, and you can see where and when you found it. Pressing L and R lets you switch between Kingdoms, so you can plan where you want to go next. Speaking of which, you can use the Map to warp to any checkpoint you've already hit, as well as the Odyssey itself.

If you look at the sun in the viewport, Cappy will tell you not to do that, as it hurts your eyes.

Throwing your cap at signs planted in the ground spins them around. It has no effect on the gameplay and has no use, but you can do it anyway.

The Inverted Pyramid will be in the northeast corner of the kingdom, and the door will be at ground level. One of the people will tell you that Bowser and Peach went inside, most likely so that Bowser can steal the Binding Band.

Once you're inside the inverted pyramid, you'll need to use Bullet Bills to rocket past the vast bottomless pits that you see. In the 2D sections, the blue areas will cause you to be right-side up if you jump into them, while the red areas will cause you to be upside-down and walk on the ceiling when you jump into them. 

After the 2D section, use the Bullet Bills that travel out of the 2D section and into the 3D world to break the wall in your way. You can then use another Bullet Bill to get to the exit. This will take you outside. While the Broodals and their airship will be nearby.

You'll face Hariet this time. She will lob blue spiked balls at you, and they wiill explode. She can also spin a larger purple spiked ball around. Throwing your hat at either of them and hitting Hariet will cause her to lose her hat. When that happens, run at her and jump on her head.

When you jump on her head, her hat will act like a UFO that flies around in straight lines and drops blue spiked balls like bombs when it does. Avoid the bombs and the resulting lava pools that show up from the explosions, then repeat the process of knocking her hat off and jumping on her head. If you hit a bomb before it blows up while Hariet is in UFO mode, it will be knocked upwards and hit her. After three hits, she goes down. Beating Hariet will net you "Showdown on the Inverted Pyramid." (See Power Moon #3)

It will then be night time in the desert, and "The Hole in the Desert" will start. This time, the Inverted Pyramid will be floating, and you'll need to head to where it was for your next mission. Mummies will pop up as you explore, and if you destroy them, you'll get coins.

Power Moons


1. Atop the Highest Tower - Reach the tower in the ruins. You'll find the Power Moon in the center.

2. Moon Shards in the Sand - Pick up the five Moon Shards in Moe-Eye Isle. The five Moon Shards will be here: 1 | 2 | 3 | 4 | 5

3. Showdown on the Inverted Pyramid - Defeat Hariet at the top of the Inverted Pyramid.

10. Secret of the Inverted Mural - In the 2D section where there are endless Goombas, there is a hole you can walk through inside the right wall. Going through it reveals some coins and a Power Moon.

12. From a Crate in the Ruins - After the 2D section in the ruins, there is a glowing crate. Breaking the crate reveals a power moon, and you'll need to possess a Bullet Bill to get it easily. 

26. Desert Gardening: Ruins Seed - Hey, remember this? Now that more than 30 minutes have passed, we can get this one at the flower pots in town.

Regional Coins


Sunday, January 18, 2026

PrinceWatercress plays Super Mario Odyssey - Part 3 of 92


This entry took almost two hours to type.

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Sand Kingdom


The village of Tostarena will be across from where you start. Make sure you trigger the checkpoint in the village when you get there. When you talk to the villagers, they will tell you that everything started freezing all of a sudden ever since Bowser and Peach showed up and headed towards the ruins in the distance. As you move about, you'll notice that some things and people are frozen solid. You won't be able to interact with any of them until you unfreeze the desert.

One of the villagers will tell you that you can open with map with the Minus button. This is good, because you'll be using the map to see where you are in the kingdom as well as see any Power Moons you've picked up in the current kingdom as well as other kingdoms. If you've activated any checkpoints, you can select it with the left analog stick and press A to warp to that checkpoint. This will make it easier to get a lot of Power Moons, so take advantage of it. You'll also see where you need to go for the current story mission, should you have one. It will be the red X with the finger pointing to it. Other landmarks, such as Talkatoo the Parrot, Koopa Trace-Walking and the Crazy Cap store will also be marked on the map. While you cannot warp to them, the markers still mark where you will find these things accurately.

The Crazy Cap shop is where you can buy items such as Power Moons, Life Up Hearts and even some hats and outfits to customize Mario's look with. Some of the outfits will cost a lot of coins, so be ready to save. Also, there will be items for the Odyssey such as stickers and souvenirs that you can only purchase with the current kingdom's Regional Coins, and you'll always have enough coins in the kingdom to buy everything that the current kingdom's store has to offer on that front. There is also a closet to change outfit parts with, so you won't have to throw your hat at the door to the Odyssey, go inside and then enter the closet there to change.

There is a Power Moon behind the counter, which only happens at this Crazy Cap store and none of the others. As it turns out, there is an area where you can crouch, hold ZL or ZR, and then crouch walk into to get behind the counter and get the Power Moon.


There are red flowers that are closed up throughout the game. Open them up by throwing your hat at them, then jump on them to get launched into the air. Use ZL to speed up your descent.

To enter a pipe in the ground, stand on it and press ZL or ZR.

If you find a padlocked door, you won't be able to enter it until you wear whatever the person nearby says you should wear. While they will not tell you outright what you should be wearing, you'll get a good hint as to what it is supposed to be.

Talaktoo is a parrot that you can talk to for a hint for a Power Moon. The hint will be the name for that moon, and that is all you will get. You'll be on your own from there.

Sometimes, you will find an odd, cube-shaped stone in certain points in each kingdom. You won't be able to do anything with them...yet.

If you see a bird flying around with light around it, it will be carrying a Power Moon. You'll see this phenomena in several kingdoms, and thankfully I'll be able to explain how to get them all.

The small cacti will give you coins if you throw your hat at them. Interestingly enough, it is possible to send a cactus flying into other cacti, and if you can get enough of a chain reaction going, you can get even more coins than you normally would.


Sometimes, you will find a lone Koopa minding his own business. Sometimes he will be standing near a floating monitor for the Koopa Races, while other times it will be just be him. This is one of the latter Koopas, and by talking to him, you can do some Trace-Walking. All you have to do is run in the direction that the arrows tell you and run in a circle. The closer you are to the path that the game gives you, the more points you will get, and if you can meet or beat a certain points threshold, you will be able to get a Power Moon. It's not that easy, as while you will be given the path, it will disappear after a few seconds. Memorize the path a little bit before trying it, so you can maintain accuracy. Thankfully, you have infinite tries at getting these kinds of Power Moons, so keep at it until you beat the challenge. 

The purple ooze will instantly kill you and cost you ten coins if you fall into it...so don't.

When performing the long jump (ZL or ZR + B while running), you want to press ZL/ZR just before you jump so you can ensure that you perform the move; otherwise, you'll accidentally do a regular jump.

If you want to do a roll, crouch while running, then press Y or shaking the Pro Controller. You'll be able to roll continuously - and more easily - that way if you keep shaking the Pro Controller. You can also continue to hold the Z button that you used for the long jump after the jump to roll.

There is another seed here in the area around the ruins. I take it to the flower pots in the village and throw it in one of them. Remember this for later. Keep in mind that while you can jump while carrying an object, you can't do a long jump.

Around the perimeter of the ruins, you will find a Sphynx, who will be a constant presence throughout the game. He will ask you what Bowser desires from this land (the answer: Ring), and if you answer correctly, he will move out of the way, and you will be able to go inside the opening he reveals. If you talk to him again, however, you'll get more riddles. Keep answering riddles correctly and keep talking to the Sphynx to get them all. Here are the answers:

The one who gallops across the sand...how many gold coins are required to get on its back? 30

The foreign visitor, traveling by car - what stopped his journey? Ice

Atop the Inverted Pyramid, how many statues of the sand gallopers are there? 5

What is my name? Sphynx


If you see any bulges in the ground, ground pound them. You may find coins...or something more...

After about 45 minutes or so, I finally enter the ruins and get some things started. This is where you'll be introduced to the Bullet Bills proper if you haven't been in the Bullet Bill Maze in the northwest corner. You'll move forward constantly, but you can easily steer to the side, and you can hold Y to accelerate. If you start flashing red and getting an audio cue, that is your cue to hit something or bail while above someplace safe by de-possessing the Bullet Bill.

Power Moons


5. Overlooking the Desert Town - Overlooking the Desert Town - For this Power Moon, you'll need to use the red flower near where the flower pots are, then make your way up the rooftops. You'll find this inside a more closed dome of a rooftop.

7. On the Leaning Pillar - In the same area where you can find "Inside a Block Is a Hard Place," (see #20 below) you can possess a Bullet Bill to get a Power Moon on a nearby pillar.

17. Top of a Dune - West of Tostarena is a sand dune. If you can pound a specific spot on the top of the dune, you can find a Power Moon. Use the controller's rumble feature to find it, and don't be afraid to pound the ground everywhere, either.

18. Lost in the Luggage - Near the Sphynx, you'll find the Taxi Driver. His Taxi will be stuck in an ice crystal. Nearby is a bunch of debris as well as a glowing light. If you ground pound the glowing light, you will get a Power Moon.

20. Inside a Block Is a Hard Place - Soon after entering the ruins, you'll find a box with a glowing light in it. Having a Bullet Bill hit that block, regardless of whether you possess a Bullet Bill to do it or not, will reveal a Power Moon.

21. Bird Traveling the Desert - There is a bird that flies around the entire map of the Kingdom, and if you can throw your hat at it, you can get a Power Moon from it.

25. Desert Gardening: Plaza Seed - There is a seed near the three flower pots in the village. If you throw the seed into one of the pots and wait long enough (it's 30 minutes, apparently), the plant will grow into a flower, and you can throw your hat at the bloom to open it and get a Power Moon.

33. Herding Sheep in the Dunes - Near the Sphynx and the luggage Power Moon, there is a white stone circle. The man inside of it will mention that he lost his three sheep if you talk to him. You'll need to guide the three sheep by staying behind them so that you can slowly guide them, running at them to chase them to where you want to go, and throwing your hat at them to launch them a good distance. There are three sheep, and you'll find them in the following areas:

1. Near the small white circular area

2. Near the debris on the ground where you got Power Moon #18 (see above)


Send them all back to this small, white circular area to get a Power Moon.

Interestingly, the game keeps track of all the sheep you've collected as long as you stay in the kingdom and you don't turn the game off in any way.

41. Sand Quiz: Wonderful! - Around the perimeter of the ruins, you will find a Sphynx, who will be a constant presence throughout the game. He will ask you what Bowser desires from this land (the answer: Ring), and if you answer correctly, he will move out of the way, and you will be able to go inside the opening he reveals. If you talk to him again, however, you'll get more riddles. Keep answering riddles correctly and keep talking to the Sphynx to get them all. Here are the answers:

The one who gallops across the sand...how many gold coins are required to get on its back? 30

The foreign visitor, traveling by car - what stopped his journey? Ice

Atop the Inverted Pyramid, how many statues of the sand gallopers are there? 5

What is my name? Sphynx

42. Shopping in Tostarena - Purchase a Power Moon in the Crazy Cap store for 100 gold coins.

43. Employees Only - There is an alcove where you can crouch down and then duck walk by moving while holding the ZL or ZR button where the Crazy Cap store is. If you can duck walk into there and go through the alcove, you can get behind the counter for a Power Moon.

44. Sand Kingdom Slots - There is a slot machine game in the village. Pay your ten gold coins, then throw your hat at each individual image when you see a Power Moon. Remember that the Power Moon shows up after the Heart on every individual reel.

45. Walking the Desert! - Talk to the Koopa in the east side of the desert to do the Koopa Trace-Walking challenge, and follow the path as best as you can to score 80 points or more. Beating the challenge nets you a Power Moon.

51. Sphynx's Treasure Vault - Go inside the opening that the Sphynx reveals after you correctly answer his first question. Throw your hat at the chest to open it to get a Power Moon. Don't forget to grab all those coins!

52. A Rumble from the Sandy Floor - Close to where you found "Overlooking the Desert Town," there is a pipe you can enter. Use the controller's rumble feature to find the Power Moon, which is in the upper-left corner, and stomp the ground with a ground pound where the rumble is strongest to find the Moon. Or you could just refer to this part of the video. That works, too.

54. The Invisible Maze - There is a Hat Door you can enter in this chasm at the edge, and it takes you to a small labyrinth. By throwing your hat at the Moe-Eye, you can see where the platforms are with the Y button. You won't be able to take the Moe-Eye with you, so you'll need to de-possess him in order to cross the invisible platforms, assuming you can remember where they are, as you go from room to room. In the third room, you'll find a Power Moon in the corner.

56. The Bullet Bill Maze: Break Through! - In the northwest corner of the kingdom, there is a lone building you can enter by throwing your hat at the Hat Door. Throw your hat at the Bullet Bill and control it in order to get through the holes in the wall and through the paths that you'll see afterwards. Take care not to hit a wall while in Bullet Bill form. If you start flashing red, find a safe spot to land so you don't fall into lava and become forced to start over. 

57. The Bullet Bill Maze: Side Path - While in the Bullet Bill maze, there is a side path near the rotating walls to the southwest that you can take. This leads to a dead end, but the dead end also has a Power Moon. Thankfully, you can get out by possessing another Bullet Bill.

Regional Coins


Saturday, January 17, 2026

PrinceWatercress plays Super Mario Odyssey - Part 2 of 92


...and the collecting begins!

First | Next | End

You'll start in front of a checkpoint. Trigger it, for Pete's sake.

To perform the Homing Cap Throw, throw your cap, then shake the controller so that the cap will fly toward the nearest target. Simple and useful move, yet I end up never using it.

The little spiky guys will be defeated when you throw your hat at them. They also give you coins.

The purple coins are regional coins. They are unique to the kingdom that you find them in, and can only be spent in the kingdom you find them in. When you collect any purple coins, you'll see how many you've gotten as well as how many there are in total in the current kingdom.

The white hats with the question marks on them turn into platforms when you throw your hat on them, but they'll change back before long.

By capturing the Chain Chomp, you can move backwards to wind up, then let go of the left stick to launch yourself forward. The pink chevrons will show where you will be going during the wind-up, so move left and right with the left stick as you continue to hold back to fix your aim if you need to. You'll need to do this to break the big rock formation near the stream so you can create a bridge and get your first Power Moon: "Our First Power Moon." As for the Chain Chomp itself, it will turn red when it is about to attack you. Get away from its strike path, then throw your hat at it to capture it.

This then leads to the next mission objective: "Multi Moon Atop the Falls." Cappy will tell you about the Power Moons, which you'll be collecting a lot of. 

In the water, you'll swim on the surface if you move as soon as you jump in. If you stay still for a second, however, you'll sink. From here, you can use the A or B button to swim. The ring near Mario is his oxygen; don't let it run out returning to the surface with the A or B button and Down on the left stick, or else you'll start losing health.

After you cross the bridge, you'll find the ship...but it looks like it's part of the wall and looks absolutely rusted. If you collect enough Power Moons, however, you'll be able to power it up. You'll be able to throw your cap at the globe, but until you get five Power Moons, you won't have enough energy for the ship.

Some rocks can be kicked around, and if you do that long enough, they will break. Sometimes they can contain coins, but other times they can contain something more...

By jumping into a pole, you can move up and down on it to climb it, and you can jump to jump backwards off the pole.

There is a sleeping T-Rex on a hill. If you throw your hat at it, you can take control it. Hold Y to dash while moving and press B to attack. You can destroy Chomps, but you can also break blocks and reveal some trampolines. Cappy won't be able to hold on to the form forever - unlike other enemies - and you'll soon turn back into Mario again after a short time if you keep the T-Rex form for long enough.

You can find 8-bit renditions of Mario characters on the wall. Throwing your hat at them can give you coins or hearts, depending on who it is.

To perform a spin throw, snap the controller (either both Joycons simulatenously, or the Pro Controller) to the side to throw Cappy around Mario.

You'll eventually find some 8-bit bricks behind a rock wall. Smash it with a Chomp, and you'll uncover an 8-bit pathway up to the top of the nearby wall. When you enter the nearby pixely pipe, you'll become an 8-bit version of Mario. From here, you can move left and right and jump around like you're in a 2D Mario game. You'll also get to jump on the occasional Goomba and even hit a brick over and over for up to ten coins. You'll still have your health, but you won't find any Super Mushrooms or Fire Flowers while you're in these sections. You'll have to find another pipe in the area and enter it in order to leave and get back to 3D as well as reality.

There is a path to the side in the 3D section. There is an invisible block you can hit from underneath, which you can reveal, jump onto and jump to the left from to find another Power Moon.

At the top, climb the nearby pole for a Life-Up Heart. Climb up to the top and go up to perform a handstand, then jump to grab it.

If you run into regional coins you've already collected, they will be transparent. Collecting them again will give you two regular coins each. Already collected Power Moons will also be transparent, and they will give you five regular coins if you re-collect them.

At the top, you'll run into someone in a dress with a gold Chain Chomp. This is Madame Broode, and she will not give you her Multi Moon. Stay away from her, and throw the hat at the gold Chain Chomp when it gets near you. The yellow chevrons will show where the Chain Chomp will go when it is about to attack, so make sure you are not in the path of those chevrons. Once you're in control of the Chain Chomp, keep away from Madame Broode. She will eventually get tired, and that is when you'll need to move back so that you'll eventually be able to be as far away as you can from here and launch yourself at her when you let go of Down on the left stick. Madame Broode will drop a couple of coins; be ready to avoid her and her Chain Chomp when she throws it. You'll then need to repeat the process of capturing the Chain Chomp and sending it at her. After three hits, Madame Broode goes down, and you'll get Power Moon #2. This is your first Multi Moon, which is worth three Power Moons instead of just one.

If you need health during the boss battle, break the rocks in the ground with your hat to reveal hearts and refill your health.

When you have five or more Power Moons, you'll be able to throw your hat at the globe again and activate the ship. This time, the ship will be as good as new, and you'll be able to go inside it and head to Sand Kingdom. You'll have no choice but to go there, anyway. For now, use the left stick or D-Pad and press A to select the Sand Kingdom once you have it highlighted. On the way there, Cappy will learn about Bowser, and the ship will now be known as "The Odyssey." You'll also get a random gameplay tip, then be shown the Action Guide and how to access it.

Not surprisingly, the Sand Kingdom is a desert full of sand. There is also an artifact called the Binding Band that links people forever like a wedding ring. Cappy will mention that Bowser would be definitely be in the mood to take it, which means that we may find him there. 

At the Sand Kingdom, you'll find something shining atop a tower in the distance. You'll also notice numerous ice crystals in the ground. Something has happened here...

Power Moons


1. Our First Power Moon - By taking control of the nearby Chain Chomp and moving it back so that you can launch it into this rock formation, you'll create a bridge across the stream and reveal your first Power Moon. You'll need to get this to complete the first story objective.

2. Multi Moon Atop the Hill - Beat Madame Broode. Capture her Chain Chomp while also avoiding its attacks, then run away from Madame Broode and launch yourself into her with Down on the left stick when she gets tired.

3. Chomp Through the Rocks - One of the rocks will have a Power Moon behind it. You can reveal with a Chomp, or you can do what I did and break it with the T-Rex.

4. Behind the Waterfall - There is a path to the side in the 3D section. There is an invisible block you can hit from underneath, which you can reveal, jump onto and jump to the left from to find another Power Moon.

Regional Coins