Monday, April 20, 2026

PrinceWatercress plays Teenage Mutant Ninja Turtles - Part 3 of 6


Thankfully, the third stage is mercifully easier than the second.

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Stage 3



The Turtle Van has two weapons: the normal gun with infinite ammo that fires straight in front of the van (fired with the A button) and the super missiles that do more damage but come in finite amounts and have to be found (fired with the B button). Walk into it to enter it; press Select to get out.

The super missiles missiles can also destroy the barricades that block your path. From this point on, I'll actually be referring to the map, so you might want to have it open in a separate tab in case you actually want to know what I'm even talking about.

It should be noted that the Turtle Van's energy matches that of your current turtle. Yeah, that's right. It doesn't come with its own, separate energy bar. That's pretty lame.

First, enter the building immediately to the left of the starting point that you can enter (referred to as 1A on the map). As you make your way to the top, you can find a half pizza as well as a whole pizza that you can use to refresh your Turtles, and at the end you'll find Missiles. Walk over the pit to get over it and grab the Missiles. (Angry Video Game Nerd, anyone?)

Aside from the fleamen (who really do look like tiny astronauts) and the Foot Clan balloons that drop missiles when they're directly above, you also have robots that look like knights. These robots send their heads flying around the screen when you destroy them. Thankfully, the heads take only one hit to kill.

If you need more missiles, just exit and re-enter the building. Not only will the missiles be back, but so will the health power-ups. Bonus!

Now that you have some missiles, get back in the van and go to 4A and 4B from there. Stand near the center of the barricades in order to take out both halves in one shot with the missiles. Enter 4A, and pick up the icon at the upper-left corner that looks like some guy walking on a tightrope. This is the Rope, and you'll need it for later in the stage. Now enter 4B. If you have a Turtle down, this is where you'll be able to rescue him. Congrats, you've successfully regrouped. Now make your way to 6A.

If you need to refill health for any reason before heading to that area, or if you don't have a turtle to save, head to 3A. You're not only going to find health there, but you'll also find the Ninja Scroll as well as some tightropes. If you fall into the water in the sewer area, you'll end up on the other side of that area, but it'll just make it easier to get to the full heal pizza at the end.

When you're in the 6A area, don't fall into the water, because the Turtles can't swim. (Another first world problem brought to you by the Angry Video Game Nerd.) If you hit the drink, you'll have to start this whole area over. (Why they can't swim here when there was already a swimming level in the game before this is just inexplicable.) Let the robots with the detachable heads fall in the water, so you won't have to deal with them. Also, take short hops. That means "Don't do the somersault." 

From here, enter 7A. Make your way to the top, and you'll deal with the Mecha Turtle. (If you fall into the water before the end, you'll end up back at the 6A door, which means you'll have to do more backtracking just to get back to the end.) The first form just acts exactly like Leonardo, meaning that he acts exactly like you do. The second one is a robot Turtle with a jetpack and rockets that fire out of its mouth. If you're close to dying, switch to another Turtle. The first form isn't too hard, but avoid the rocket attacks of the second form. If you have the Ninja Scroll projectiles, use them. You'll take out both forms very quickly. When you save Splinter, you'll see Shredder's helicopter fly away.

Sunday, April 19, 2026

PrinceWatercress plays Teenage Mutant Ninja Turtles - Part 2 of 6


This is where a lot of people have trouble with the game...a lot.

First | Next | End

Stage 2



Well, there's nothing else here to do on the overworld map at this point except to enter the building in front of you...so why not?

As your make your way up to the roof of the building, you'll be fighting mini-bosses each time you reach a ladder. Thankfully, they're enemies you've beaten before. You'll need to be right at the edge to make the final jump to the door leading to the top of the dam itself.

When you're at the top, move to the right and move off the broken end of the building. This is the Hudson River bomb level, and it's pretty nasty.

First things first: if your current Turtle is in danger of dying, switch to another character immediately. If the timer (two minutes and 20 seconds) goes to zero, it's an instant game over. However, if you die, the timer resets but the bombs don't! Epic win!

You have 2 minutes and 20 seconds to defuse eight bombs. Thankfully, there's a map for this that really helps out. When you get near a bomb, press B repeatedly to defuse it. Special music will play if you have only 20 seconds left.

With the rotating spikes, stay near the center to make it easier to not get hit. 

Wait for the electric barriers to stop running before moving past them, as they can do a lot of damage.

The currents can really drag you down at times, and sometimes they won't work due to a glitch in the programming. Sometimes they'll drag you down into the coral below, which act as spikes or electric barriers and cause damage as a result. As for the very stringy looking things at the bottom of some areas, don't get near it; you'll be dragged in and you'll immediately lose a turtle if you get close enough.

When you defuse all eight bombs, don't even worry about getting back to the beginning. You'll automatically return to the Turtles' home only to find the place trashed. Shredder will show up on the screen wearing a red wifebeater instead of his usual purple gear and has the ability to point his hand through the TV screen. You'll find out that Splinter has been kidnapped, and that the Stage 3 map is freakin' huge compared to the first two.

Saturday, April 18, 2026

PrinceWatercress plays Teenage Mutant Ninja Turtles - Part 1 of 6


Here's another game that I never thought I would beat until I tried it for the Internet. Long live the YouTube channel!

Next | End

The game is known as Gekikame Ninja Den in Japan, and Teenage Mutant Hero Turtles in Europe.

Stage 1



The game starts in an overworld map. If you pause, you can select between the four Ninja Turtles, which have a different weapon (that of course, works differently). You'll have four turtles: Leonardo, Michelangelo, Raphael and Donatello. Each Turtle has a different weapon (katana, nunchaku, sai and bo staff, respectively), each with a different range. They all have their own individual health bars, and you can switch between them on the pause screen in case you're in trouble.

From what I understand, the first level is supposed to be Fifth Avenue and Greenwich Village.

The map shows red and white squares. The red squares are all the places you can access, while the white squares are an entrance to an area. The flashing dot signifies where you are. You'll be able to get hints from Splinter and/or April O'Neil (when you rescue her) in the message box below.

You'll start near a manhole. Go into it. Moving south past this area leads to a purple tank that will instantly try to kill you if you run into it, so don't do that.

You'll take on what look like Mousers and Foot Clan Ninjas. As you progress, some of them will have mini-boss status. Take them down to empty their life bars and continue on with the game. 

Whenever you finish off a mini-boss, move left past the center of the screen and continue. That way, you'll be able to see what's ahead and deal with it more easily.

You'll find a pizza at the end. The more slices there are on the icon, the more health you'll refill. One slice refills two squares on the life bar, and you'll see anywhere from one to four slices on a pizza icon.

From here, enter the manhole to the right of where you've come out. Go to the right and you'll face Bebop. Stay away from him and hit him from medium range. If you're using Donatello and his Bo, this is a lot easier. If you touch Rocksteady, you also take damage (I found this out by screwing around, don't ask).

When you beat Bebop, Rocksteady runs off with April through the nearby door. Enter it, and you'll come out across from where you entered. If you need health, go into the nearby house and beat up all the bats and stone guys. The stone guys can only be damaged if they're moving. You'll find a slice of pizza midway, followed by a whole pie at the end, and if one of your Turtles somehow need energy at this point, switch to that Turtle, get the Pizza, then switch back. That way, that whole pizza pie won't be wasted. Also, the chainsaw guy (should he show up) is totally violent for a NES game from 1987. Just saying.

Leave the house the same way you came in, then go to the manholes northwest of that house. Watch out for the steamrollers, as they're instant death if you touch them. There are also Foot Clan ninjas you can attack with the B button, just like in the side scrolling sections, should they get near you.

Before entering the one that blocks your path, enter the one south of it. You might find some throwing stars, which you can select with the Select button if you want to go back to your default weapon. There are several projectile weapons that you can find in the game, and if you don't want to grab a projectile weapon without losing the one you have, you can switch to another turtle and have that turtle pick it up. Weapons include throwing stars (a single shot and a three-way shot variety), boomerangs that can be thrown and grabbed again, and scrolls that can shoot an energy wave, among others. You'll find these weapons at random, so look sharp and be ready to press Select to switch back to your melee weapon as well as manage who carries what, as that can be pretty important.

In the manhole that I don't enter, the Turtle logo is invincibility. With this, your current Ninja Turtle spins around and hits everything that he touches for a few seconds. This will take down the frog mini-boss at the end without taking damage. Since this is a dead end, go back and climb up the ladder at the start.

Now you can go into the manhole that blocks your path. There's a pizza at the beginning in case somebody needs some health rations. Continue to the left, take care of the frog mini-boss, then climb up the ladder at the end and you'll come across this isolated blue building.

There are three sets of enemies in a stage, and if you don't like the one that's in the current area, you can leave where you came in from and immediately re-enter to spawn a different set. Nice.

You'll face Rocksteady at the building at the end, and if you jump up to the top of the boxes at the right-hand side and keep striking downwards, you'll be able to beat him without taking damage. This works especially well if you're using Donatello, as it's pretty hard to miss while doing this with him. Just wait for him to jump (horribly) and then hit him. Whenever Rocksteady jumps near the boxes, his hitbox extends a little bit, and you can hit him more easily. You just saved April O'Neil! Congrats!

Controls

Control Pad: Move (Up enters doors)
A button: Jump (side-scrolling only)
B button: Attack (use Up and Down to strike upward and downward, respectively)
Start: Pause (lets you see the map and switch Turtles)
Select: Switch weapons (side-scrolling), leave the Turtle Van (overworld)

Friday, April 17, 2026

PrinceWatercress plays Super Mario Odyssey - Part 92 of 92


In the final entry for Super Mario Odyssey, we show off what's left to show off as part of a proper send-off for the game.


In this video, I take care of all the loose ends that are left.

The easiest way to buy everything that's left in the Crazy Cap shop is to head to Bowser's Kingdom and warp to the Beneath the Kingdom checkpoint. Head back to the area where you need to plant a seed and make a vine with the seed in the nearby planter. Climb up the vine, then keep going straight and grabbing the Rocket Flowers with your cap. If you do everything correctly, you can get 190 coins per pass, and you can get to 9999 coins in less than an hour. As a result of this, buying all the outfits is a lot easier.

It is noted that if you get all 880 collectible Power Moons, all of the enemies in the Capture List, all of the music in the Music List, all Regional Coins and Regional Coin items and all hats and outfits not labeled "Special" in the shop (the ones labelled "Special" are from post-release game updates, but I get them all anyway because I can). If you get all of the last category, you'll get two stars for your hat and outfit collections when you go into the closet to change your outfit.

If you buy your way to 999 Power Moons, you'll be able to head to the rooftop of Peach's Castle in the Mushroom Kingdom. Throw your hat at the scarecrow that brings up the stairs to the roof. There will be another scarecrow you can throw your hat at to produce a flag. Climb up the flag to reach a giant black top hat at the top of the castle. Get to the top of the top hat and throw your hat at the tiny spire for a small fireworks show. This is your reward for 999 Power Moons.

If you have more than 150 Power Moons in your possession in a kingdom, you'll see an ellipsis in place of Power Moon #150 on the left side of the screen.

When you enter the Wedding Hall again, there are two paintings. The one to the left from where you enter leads to the original final battle with Bowser, while the one on the right leads to a harder Bowser battle. The battle is pretty different. On the first phase, you'll need to jump over Bowser's tail three times before you can pummel him. On the second phase, he does one tail whip, then you pummel him, then he does two tail whips, then you pummel him again, then he does three tail whips before you send him into the background wall. For the third phase, Bowser will move his fire breath back and forth five times instead of three, and he will do one tail whip before you pummel him, and before you can finish him off, he swings his tail three times before allowing you to pummel him some more, then swings his tail two more times, and after a little bit more pummeling, Bowser swings his tail three more times before you can land the finishing blow. The rest of the end game sequence is the same as the first time around.

And that's it for Super Mario Odyssey!

Thursday, April 16, 2026

PrinceWatercress plays Super Mario Odyssey - Part 91 of 92


In this entry, we finally head to the Darker Side and get the final Power Moon, which is the absolute most difficult one to collect in the game.


There's only one more thing to do in this game: head to Darker Side.

When you land, you'll see people from all the kingdoms in the game as well as Mayor Pauline and her band. Capture the frog to get up the mountain and enter the pipe at the top.

The following area is one big obstacle course that you'll have to go through in one shot, and if you die at any point, you're going all the way back to the beginning, as there are no checkpoints.

At the beginning, there is a Yoofoe that can destroy as well as a bunch of Goombas. Defeating the Yoofoe will award you with a Life-Up. You will need this for the beginning. At the start, you'll be wall jumping off poles that will sink in the lava when you grab onto them. After that, you'll be swinging and jumping off rods, some of which will move in and out of the lava. After that, you'll see metal crest-like slopes moving across the lava, and you'll need to long jump your way to the platform on the other side.

At the platform, take control of a Podaboo (I know they're called Lava Bubbles, but I'm too far into this blog series now). Jump into the lava pits without making contact with the rotating rock columns on the way to the other side, where you'll find a cannon to shoot out of.

Take control of the Uproot on the other side of your cannon travel and use the ability to raise your legs to get up the platforms. There are some platforms that you'll need to use your ability to push them up from above, as well as to push one down from below, while avoiding enemies on the way up.

Use the frozen water in the next section to get past all the Black Fuzzies in the next part, and try not to get frozen on the way. You'll then be able to take control of Yoshi. Stick your tongue onto the walls leading upwards to stick to the conveyor belt walls, and jump to avoid Black Fuzzies while also grabbing coins.

At the top, you'll find a P Switch. Step on it and follow the flower bridge as it moves forward. You could attack the machines on the way to break the blocks, but it's not worth it due to all the energy rings they will produce, which you will have to avoid. Along the way, you'll see a platform off to the side where the Sphynx is. Talk to the Sphynx. You'll be asked "What is the only kingdom that I, the great Sphynx, have not visited?" The answer is "The Mushroom Kingdom." Your reward is another Life Up Heart. Thankfully, if you die, you won't have to talk to the Sphynx again to get it; it will be readily available next time. From here, you can hit the P Switch here for another flower bridge so you can keep on going.

The Sphynx has other questions to answer if you keep taking to him.

Which of these unique attributes do I not possess? Gardening skill
What will you remember most about your adventures through all the kingdoms? Talking to a Sphynx
Why do I ask people questions? It's a chance to talk
What final words am I saving for you? Thank you!

For answering these last four questions, you'll get a few hundred coins for your efforts.

You'll soon have to throw your hat on an upside-down scarecrow on the bottom of a platform to get ahead. The platform will fly upwards, and you'll be forced to wall jump your way upwards with metal partitions of the nearby wall popping out to help you. You'll need to be quick so you're not forced out of the path upwards into the lava below.

You'll then meet Glydon. Take control of Glydon and use the air currents to stay high in the air as you head to the platform on the other side. Just watch out for the flies flying around in mid-air, and you should be fine. Once you land, you'll be launching yourself over the lava by throwing your hat at Volbonans stuck in blocks above the lava and launching yourself forward. A few of them move, so you'll need to time it right so you can launch forward, throw your hat and catch the next Volbonan flawlessly. Enter the pipe at the end.

Ride the platform, and try not to hit any of the machines, either at the sides or at the center of the platform, so you don't have to avoid a bunch of energy rings as you deal with the enemies that leap onto the platform as you go.

At the end, you'll be using a Pokio to stick onto the swinging walls. You'll need to launch yourself upwards and stick to each swinging wall to get to the top...except. Except if you get to the third one, stick yourself to it, and launch yourself upwards when the wall is all the way to the right, you can stick to the wall leading to the 8-bit area earlier. If you do that, get ready to quickly launch yourself upwards until you reach the 8-bit area.

In the 8-bit area, avoid the barrels rolling around as you get to Donkey Kong. Hit the four ? Blocks below Donkey Kong to get rid of him, then enter the pipe in the area that opens up below Donkey Kong. You'll then have to play a Bowser possession. Thankfully, when you enter this section, you'll start it with six hit points no matter what.

Avoid the rocks, and only slash at them to get rid of them when absolutely necessary. This is true near the end of this super-short section, where rocks will come at you from behind as you slash through the walls. You'll be alternating between slashing right and slashing left with Bowser's claws every so often just to survive, but hey...at least you have six hit points. The worst of this stuff is finally over.

When you reach the coin rings leading downwards, drop down to enter one last area full of pylons. Thankfully, it's really easy not to die here. By taking control of the pylons and travelling to the right, you'll spell out a message on the pylon paths saying "Thank you." If you throw your hat at the scarecrow on the other side, you'll be able to see the message in full.

Go down the pipe. Take control of a frog and shake the controller to use the high jump and get up the tower as Cappy reminds you of your journey. You'll eventually have to leave the frog and climb up the tower at the end. At the very top is the final Multi-Moon. You just grabbed the hardest Power Moon to get, and you'll get the Invisibility hat, which will make Mario invisible regardless of which outfit Mario wears it.

When you get all 880 collectible moons, you'll get a gold sail for the Odyssey, and you'll get a new Bowser battle in the Wedding Hall in the Dark Side.

1. Long Journey's End - Get to the top of the tower at the end of Culmina Crater.

Wednesday, April 15, 2026

PrinceWatercress plays Super Mario Odyssey - Part 90 of 92


In this entry, we get the last Power Moons located in the Dark Side, then we use the Hint Art we found earlier for one last world tour.


I capture the Poison Piranha Plant at the end of the video to complete the Capture List, because we're going all the way with this.

Dark Side

3. Breakdown Road: Hurry! - There is a platform behind the Odyssey with a scarecrow and a blue door. Throw your hat at the scarecrow to open the door. You'll be in the same room where you got "Down and Back Breakdown Road" and "Below Breakdown Road" in the Wooded Kingdom, except you won't have your hat, which will make things harder. You'll need to get the key, then make your way back to the beginning to get this Power Moon.

4. Breakdown Road: Final Challenge! - Just like in the Wooded Kingdom room, you'll need to outrun a Magnum Bill on the lower level of Breakdown Road to get to this Power Moon. Since you don't have your hat, you'll have no choice but to take the lower path and long jump to get this Power Moon. As a result, I go for Power Moons #3 and #4 at the same time.

5. Invisible Road: Rush! - Off to the side in the lowest part of the starting area in the corner where the binoculars are, there is a platform not only leading to some hint art (see above), but also a blue door that has to be opened by throwing your hat at a scarecrow as well as a Moon Rock Pipe. Throw your hat at the scarecrow and enter the blue door. You'll be in the same room where you got "Invisible Road: Danger!" and "Invisible Road: Hidden Room" from the Wooded Kingdom, but you won't have your hat, which will make things harder. You'll have to jump on the piranha plants to get rid of them, and you won't be able to get rid of the poison. Also, defeating the three big piranha plants will be a lot harder, although you can long jump from the exit platform to defeat the middle one. For the other two, you'll need to backflip or side somersault. For best results, get the Life Up Heart from the rock vegetable formation near the Rabbit Ridge pylon before coming here.

6. Invisible Road: Secret! - On the rotating platform before the three big piranha plants, there is a opening in the wall leading to a chest containing a Power Moon, just like in the Wooded Kingdom. You'll need to long jump to get to it, just like last time.

15. Found with Dark Side Art 1 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. The Power Moon will be at the hill near the rocks in Fossil Fall Heights in the Cascade Kingdom, and you'll need to ground pound to get it. 

16. Found with Dark Side Art 2 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. The Power Moon will be near the helipad and the yellow "no parking" zone near the Heliport checkpoint, and you'll need to ground pound to get it.

17. Found with Dark Side Art 3 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. The Power Moon will be in the western entrance of the seed garden area in the Mushroom Kingdom, and you'll need to ground pound to get it.

18. Found with Dark Side Art 4 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. This one is at the northwest corner of the Cloud Kingdom, and you'll need to ground pound to get it. This one is pretty particular as to where you need to ground pound.

19. Found with Dark Side Art 5 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. This Power Moon is at the center of the arch in the Snowline Circuit area of the Snow Kingdom, and you'll need to ground pound to get it.

20. Found with Dark Side Art 6 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. This Power Moon is located between the two columns near the Rolling Canyon checkpoint, and you'll need to ground pound to get it.

21. Found with Dark Side Art 7 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. This spot is hard to find and is near the  Odyssey as well as near a cliff edge. You'll need to ground pound to get this one, and this one can be difficult to find.

22. Found with Dark Side Art 8 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. This Power Moon is near a column in Peronza Plaza in the Luncheon Kingdom, and you'll need to ground pound to get it. 

23. Found with Dark Side Art 9 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. This is found near the Water Plaza display window in the Lake Kingdom; go to the columns on the far right and ground pound the space between them for a Power Moon.

24. Found with Dark Side Art 10 - You'll need to look at the Hint Art for this Power Moon to unlock it, and all ten pieces of Hint Art can be found here. The Power Moon is in the ground in the Ruined Kingdom and is in the area with a lot of dirt near the Odyssey, and you'll need to ground pound to get it.

Mushroom Kingdom

80. Art Investigator - Collect 15 Power Moons using Hint Art. (There are 21 Power Moons in all.) This is the last one that you'll need to talk to the Archivist Toadette to get.

Tuesday, April 14, 2026

PrinceWatercress plays Super Mario Odyssey - Part 89 of 92


Now that the Broodals are gone for good, let's get some more Power Moons on the Dark Side.


There are ten pieces of hint art once you go back down to Rabbit Ridge, and you'll find them scattered throughout the starting area. Use the ability to take snapshots of the hint art (or a phone camera) each time you see a new one, because you're going to need to keep track of which ones you've seen for ten Power Moons. The pictures are:

  1. Poochy in the Cascade Kingdom
  2. A picture of a Power Moon located near the yellow paint on a helipad in the Metro Kingdom
  3. A grid that looks like the garden where you planted the seeds in the Mushroom Kingdom showing where a Power Moon is
  4. A circle with several smaller circles indicating phases of the moon with a Power Moon in one of them; this is in the Cloud Kingdom, if you've been paying attention
  5. A picture of the festival in the Luncheon Kingdom. It is shown twice, with one subtle difference: a light blue Volbonnen in the upper-right corner of the left picture is absent in the right picture. Remember this for later.
  6. Poochy in the Ruined Kingdom
  7. A picture of some columns from the Lake Kingdom, the last three broken, with a Power Moon between the right-most columns.
  8. A picture of the ground near what seems like a rock wall in the Lost Kingdom
  9. A series of steps of where to go in the Seaside Kingdom that starts on the lower-right, then goes up, right and then back down. The steps are as follows: Talkatoo, the binoculars, three umbrellas, and two columns with a yellow X marking the spot for a Power Moon. There is a compass pointing north in the center of the picture.
  10. A picture of a wreath with the face of a citizen of the Snow Kingdom made out of wood in the center. Above the center of this emblem is an exclamation point, which seems to indicate where a Power Moon is.

7. Vanishing Road Rush - Off to the side where the pylon leading to Rabbit Ridge is, there is a cave with a scarecrow and a blue door. Throw your hat at the scarecrow to open the door. Once you're in, you'll need to hit the P switches on the floor and get from solid platform to solid platform as quickly as possible before time runs out and the road vanishes. If you can get to the end, you'll get a Power Moon. For the first section, you'll need to roll. For the second section, you'll need to be ready to triple jump and long jump. Ditto for the third section, but going for Power Moon #8 makes the third section a tad easier. Interestingly, this is the same area as "Motor Scooter Daredevil!" and "Full-Throttle Scooting!" from the Metro Kingdom, except it takes place at night and you have no scooter.

8. Vanishing Road Challenge - Near the end of the area where you can get Power Moon #7, there is a shortcut made of fallaway platforms that leads to another Power Moon. You'll need to take it, get the Power Moon before time runs out, and then long jump to the solid ground below so you can more easily get Power Moon #7 at the end. I'm still surprised I landed that backflip.

9. Yoshi Under Siege - Off to the side in the lowest part of the starting area in the corner where the binoculars are, there is a platform not only leading to some hint art (see above), but also a blue door that has to be opened by throwing your hat at a scarecrow as well as a Moon Rock Pipe. Enter the Moon Rock Pipe for this one. Here, you'll be in the same area as "Moon Shards Under Siege" and "Sharpshooting Under Siege" from the Metro Kingdom, but now you'll be playing as Yoshi and eating fruit to fill up a fruit meter for a Power Moon.

10. Fruit Feast Under Siege - As it turns out, there is enough fruit in the same area where you can get Power Moon #9 to fill up the fruit meter a second time. Do that for a Power Moon.

11. Yoshi on the Sinking Island - There is a Moon Rock Pipe off to the side in the lowest part of the starting area, and you may need to use the camera to find it. Take control of Yoshi and make your way up the island. You'll need to hurry and eat all the fruit you can find as the island starts sinking. Filling the fruit meter up will get you a Power Moon. Interestingly, this is the same area as "Hurry and Stretch" and "Stretch on the Side Path" from the Seaside Kingdom, but you now have Yoshi instead of an Uproot.

12. Fruit Feast on the Sinking Island - As it turns out, there is enough fruit in the area where you get Power Moon #11 that you can fill the fruit meter up a second time. Do that for another Power Moon.

13. Yoshi's Magma Swamp - There is a Moon Rock pipe behind some rock vegetable formations. Here, you'll need to take control of Yoshi and explore the area to eat some fruit. When you fill up the fruit meter, you'll get a Power Moon. Be careful on those platforms! Interestingly, this is the same area as "Magma Swamp: Floating and Sinking" and "Corner of the Magma Swamp" from the Luncheon Kingdom, but you now have Yoshi.

14. Fruit Feast in the Magma Swamp! - As it turns out, there is enough fruit in the area where you get Power Moon #13 that you can fill the fruit meter up a second time. Do that for another Power Moon.

Monday, April 13, 2026

PrinceWatercress plays Super Mario Odyssey - Part 88 of 92


In this entry, we head to the Dark Side at last. I end up spending more time than I would like, however.


We're finally heading to the Dark Side in this video. There are 24 Power Moons here, but when you show up, all there is to do is the first Power Moon: "Arrival at Rabbit Ridge!" Until you complete this one, you won't be able to do anything else.

The first pylon near the Odyssey takes you to bunch of rabbits. This explains why they carry Power Moons, but it is still unknown how these rabbits make it to Earth. The path to the second pylon is full of vegetables made of moon rocks, and one of the stems of the rock vegetables will give you a Life Up Heart if you throw your hat at it. You'll also find an 8-bit Rosalina on the back of another set of rock vegetables.

The second pylon takes you straight to the path leading to all four Broodal battles. Once again, the same strategies apply, and when you make it to the top, you'll also have to face RoboBrood a second time. Once you beat RoboBrood, you'll be able to get Power Moon #1 ("Arrival at Rabbit Ridge!"). You'll also get the King's Crown and the King's Outfit for your wardrobe.

While you're expected to beat all of the Broodal battles in one shot, you can actually go back to where the Life Up Heart and the 8-bit Rosalina are to get your extra health back and pick up a couple of coins. As long as you do not die, none of the Broodals will re-spawn. If you do die, you're doing all of the battles all over again.

Before you enter the pipe leading to the RoboBrood battle, keep going to the right. You'll find a hidden alcove with Captain Toad in it. Talk to him for Power Moon #2 ("Captain Toad on the Dark Side!"). I accidentally enter the pipe before talking to Captain Toad, and as a result, I take the long way back just to get back to him. 

Why? When you beat the RoboBrood battle, there is a third pylon that pops up, and when you use it, you can go right to where Captain Toad and the RoboBrood is with it, with the other end being the entrance to Rabbit Ridge. Since I did everything like I was supposed to in my practice run for this video and I didn't accidentally enter the pipe to the RoboBrood battle like I did here, I didn't even the pylon existed. As a result, I fight all of the Broodals a second time.

1. Arrival at Rabbit Ridge! - Beat all four of the individual Broodle battles and the RoboBrood battle at the top of Rabbit Ridge to get this Power Moon (see above). 

2. Captain Toad on the Doctor Side! - Before entering the pipe that leads to the RoboBrood battle, go further to the right to find a hidden alcove and Captain Toad. Talk to Captain Toad for a Power Moon (see above).

Sunday, April 12, 2026

PrinceWatercress plays Super Mario Odyssey - Part 87 of 92


In this video, we head back to the Mushroom Kingdom for a boatload of Power Moons.


Since the Mushroom Kingdom does not have a Moon Rock, what you see there for both exploratory and achievement Power Moons is what you get. Since you have over 100 Power Moons here, that's all right.

If you explore all of the previous kingdoms and then head back to the Mushroom Kingdom, you'll see even more visitors.

The boombox near the Odyssey will have birds from every other kingdom surrounding it now. If you throw your hat at the Boombox, you'll be able to unlock "NCD Festival (Japanese)." This is the only way to get this track.

If you talk to the Toad on the bridge leading to the castle after talking to Peach and Tiara in every other kingdom, you'll find out that Peach and Tiara are on the front balcony. Talk to them one more time for a Power Moon.

Power Moons #44-#104 are the achievement Power Moons. We will miss out on one, and that is #80: Art Investigator. We won't be able to get this one until we head to the Dark Side. To get these, you'll need to talk to the Archivist Toadette near the throne inside the castle once for the explanation on the achievements, then talk to her again to start getting Power Moons.

42. Hat-and-Seek: Mushroom Kingdom - There are two Bonneters near the castle, and one of them will tell you that their friend has run off. Northwest of the castle, there is a Toad with a Bonneter's eyes on the back. Talk to the Toad from behind to reveal the Bonnetter and get a Power Moon.

43. Princess Peach, Home Again! - Peach and Tiara will be on the front balcony when you talk to them in every other kingdom. Throw your hat at the scarecrow behind the castle to talk to them and get a Power Moon. Interestingly, there are more people in the Kingdom now because Peach invited them all.

45. Achieve World Peace - Complete all the story moon in all kingdoms from Cap Kingdom to Moon Kingdom. (This does not count Mushroom Kingdom, the Dark Side and the Darker Side.)

46. Power Moon Knight - Collect 100 Power Moons.

47. Power Moon Wizard - Collect 300 Power Moons.

48. Power Moon Ruler - Collect 600 Power Moons.

49. Regional Coin Shopper - Buy things from all thirteen Crazy Cap shops.

50. Flat Moon Finder - Collect ten Power Moons from 8-bit areas.

51. Flat Moon Fanatic - Collect 20 Power Moons from 8-bit areas. (There are 28 in all.)

52. Treasure Chest Hunter - Collect fifteen Power Moons from treasure chests.

53. Super Treasure Chest Hunter - Collect 25 Power Moons from treasure chests. (There are 30 in all.)

54. Note-Collecting World Tour - Collect five Power Moons from treble clefs.

55. Note-Collecting Space Tour - Collect 20 Power Mons from treble clefs. (There are 27 in all, and one of them - "Jaxi Stunt Driving" from the Sand Kingdom - does not have "Taking Notes" in its name.)

56. Timer Challenge Amateur - Collect ten Power Moons from Timer Challenges.

57. Timer Challenge Professional - Collect 25 Power Moons from Timer Challengers (There are 33 in all, and 3 of them do not have "Timer Challenge" in their names: "Glowing in the Woods" from the Wooded Kingdom and "Pushing Throught the Crowd and "Full-Throttle Scooting!", both from the Metro Kingdom.

58. Captain Toad Meeter - Talk to Captain Toad in five different kingdoms.

59. Captain Toad Greeter - Talk to Captain Toad in ten different kingdoms. (He is not in Cloud Kingdom, Ruined Kingdom and Darker Side.)

60. Touring with Princess Peach - Talk to Peach and Tiara in five different kingdoms.

61. Globe-Trotting with Princess Peach - Talk to Peach and Tiara in ten different kingdoms. (They are not in Dark Side and Darker Side.)

62. Master Sheep Herder - Collect all four Power Moons that require herding sheep. They are "Herding Sheep in the Dunes" in the Sand Kingdom, "Herding Sheep Above the Forest Fog" and "Herding Sheep on the Iron Bridge" in the Wooded Kingdom, and "Herding Sheep at Peach's Castle" in the Mushroom Kingdom.

63. Gaga for Goombette - Collect five Power Moons that involve talking to Goombette as a walking stack of Goombas. (There are seven in all.)

64. Lakitu Fishing Trip - Collect three Power Moons by fishing at Lakitu. (There are five in all.)

65. Flower-Growing Guru - Collect five Power Moons from growing flowers.

66. Flower-Growing Sage - Collect ten Power Moons from growing flowers. (There are sixteen in all, fifteen involve seeds, while "A Treasure Made from Coins" in the Wooded Kingdom is the one you have to throw money at as a Moneybags enemy in the Dark Woods.)

67. Running with Rabbits - Collect five Power Moons from catching rabbits.

68. Racing with Rabbits - Collect ten Power Moons from catching rabbits. (There are twelve in all.)

69. Ground Pound Instructor - Collect fifteen Power Moons from ground pounding.

70. Ground Pound Professor - Collect 45 Power Moons from ground pounding (There are 81 in all.)

71. Rad Hatter - Collect three Power Moons from throwing Cappy into objects.

72. Super Rad Hatter - Collect ten Power Moons from throwing Cappy into objects. (There are fourteen in all.)

73. Traveling-Bird Herder - Collect five Power Moons from birds. (There are eleven in all. Eight require catching birds that fly around, while three - "A Butterfly's Treasure" in the Lost Kingdom, "Small Bird in Bowser's Castle" in Bowser's Kingdom, and "Mysterious Flying Object" in the Moon Kingdom involve a standing bird or another creature.)

74. Wearing It Well! - Collect three Power Moons from wearing certain outfits.

75. Wearing It Great! - Collect eight Power Moons from wearing certain outfits.

76. Wearing It Perfect! - Collect 15 Power Moons from wearing certain outfits. (There are 22 in all.)

77. Hat-Seeking Missile - Collect five Power Moons from finding Bonneters on people's heads. (There are six in all, and one of them is on the beginning of this list, so there's a starting point, I guess.)

78. Music Maestro - Collect all five Power Moons from the Jammin' Toads.

79. Art Enthusiast - Collect five Power Moons involving Hint Art.

81. Slots Machine - Collect all three Power Moons from the Tostarenan Slot Machine games.

82. Koopa Freerunning MVP - Collect ten Power Moons from Koopa Freerunning.

83. Koopa Freerunning Hall of Famer - Collect 22 Power Moons from Koopa Freerunning. (There are 26 in all - 13 Regular Cups and 13 Master Cups.)

84. Supernaturally Sure-Footed - Collect five Power Moons from Koopa Trace-Walking. (There are six in all.)

85. Quizmaster - Answer all of the Sphynx's questions correctly three times.

86. Souvenir Sampler - Collect ten souvenirs and stickers from the Crazy Cap shops.

87. Souvenir Sleuth - Collect twenty souvenirs and stickers from the Crazy Cap shops.

88. Souvenir Savant - Collect 40 souvenirs and stickers from the Crazy Cap shops. (There are 43 in all.)

89. Capturing Novice - Capture twenty different targets.

90. Capturing Apprentice - Capture 35 different targets.

91. Capturing Master - Capture 45 different targets. (There are 52 in all.)

92. Hat Maven - Collect fifteen hats.

93. Hat Icon - Collect 35 hats. (There are 55 in all.)

94. Fashion Maven - Collect fifteen outfits.

95. Fashion Icon - Collect 35 outfits. (There are 55 in all.)

96. Moon Rock Liberator - Activate all fourteen Moon Rocks. (There are no Moon Rocks in the Mushroom Kingdom, the Dark Side and the Darker Side.)

97. World Warper - Travel through ten warp paintings.

98. Checkpoint Flagger - Activate 40 checkpoint flags.

99. Checkpoint Flag Enthusiast - Activate 80 checkpoint flags. (There are 85 in all, and three of them are permanently missable. These are the checkpoint at the start of the Cascade Kingdom before you get the Odyssey, and the two checkpoints that you can trigger before reaching the Mecha-Wiggler fight when you start the Metro Kingdom. If you don't trigger them before getting the Odyssey (the first one) or beating the Mecha-Wiggler (the other two), they're gone forever. Thankfully, they're really hard to miss.)

100. Loaded with Coins - Collect 1,000 coins.

101. Rolling in Coins - Collect 5,000 coins.

102. Swimming in Coins - Collect 10,000 coins.

103. Jump! Jump! Jump! - Jump 10,000 times.

104. Fly, Cappy, Fly! - Throw Cappy 5,000 times.

Saturday, April 11, 2026

PrinceWatercress plays Super Mario Odyssey - Part 86 of 92


In this entry, we clear out what is left of the Moon Kingdom in one video. Next time, we head to the Mushroom Kingdom for a boatload of achievement-based Power Moons.


The Moon Rock for the Moon Kingdom is east of the Ringing-Bells Plateau checkpoint. Activating it will increase the number of Power Moons in the Moon Kingdom from 27 to 38.

22. Moon Kingdom Regular Cup - Koopa Freerunning will be near the Wedding Hall. Do some long jumps early on, and when you wall jump up to where the goal is, making sure Mario is sliding down the wall so you can do the wall jump. Mario's movement will be a bit delayed due to the moon's gravity, but it can definitely be done.

26. Peach in the Moon Kingdom - Peach and Tiara are near the bell at the Wedding Hall; talk to them for a Power Moon.

28. Mysterious Flying Object - Near the Wedding Hall is a UFO-like creature with a glowing light. Throw your hat at it and hit it for a Power Moon. If you miss, get close to where it stood and move the camera around to get it to re-spawn.

29. Hidden on the Side of the Cliff - This Power Moon is high up in the air near the Sphynx, and you can reach it with a wall jump or from a higher place. You can also use a frog.

30. Jumping High as a Frog - The eastern-most platform in the kingdom has a Power Moon floating high above. You'll need to capture a frog to get it.

31. Moon Kingdom Timer Challenge 2 - Near the Ringing-Bells Plateau, there is a scarecrow. Throw your hat at the scarecrow to cause blocks and a Power Moon to show up on the small platforms near the nearby bridge. Getting to the top of the block stack and getting the Power Moon is easy if you're quick enough.

32. Walking on the Moon: Again! - There is another Koopa Tracewalking mission after you activate the Moon Rock. You'll need to earn a minimum of 90 points to get this Power Moon.

33. Moon Kingdom Master Cup - You'll need to beat the Regular Cup and activate the Moon Rock for this one. If you can beat the Regular Cup, you can easily beat the Master Cup; just keep long jumping and watch your movements with the wall jumps at the end. If you need to, get the Rocket Flower near the end.

34. Taking Notes: In Low Gravity - Jumping to the right of where you find Power Moon #2 in the 8-bit area near the Odyssey, you'll find a treble clef. Grab it and get all of the notes before time runs out for a Power Moon.

35. Center of the Galaxy - There is a Moon Rock Pipe on the tall cliff near the Odyssey. Here, you'll enter another 8-bit area, and you'll need to jump from moon to moon and get to the area in the center for a Power Moon.

36. Edge of the Galaxy - Near the end of the area where you find Power Moon #35, there is another platform in the area that lets you jump to two moons rotating around each other. You'll find a Power Moon between the two moons. 

37. Navigating Giant Swings - There is a Moon Rock Pipe on the tall cliff near where the bunny is. You'll need to jump from swinging platform to swinging platform to get to the end for a Power Moon.

38. A Swing on Top of a Swing - After the second Astro-Lanceur in the area where you get Power Moon #37, there is a platform that you need to jump on instead of avoid. Jump upwards when it swings back down to land on another swinging platform. Nearby will be a stationary platform with an easy-to-miss Power Moon.

Friday, April 10, 2026

PrinceWatercress plays Super Mario Odyssey - Part 85 of 92


In this entry, we collect the last of the Power Moons in Bowser's Kingdom.


47. From Crates in the Moat - The pool of water on the east side of the Main Courtyard contains come crates. Ground pounding one of them will reveal a Power Moon.

48. Caught on the Giant Horn - At the top of the keep, one of the horns will have a glowing light. Throw your hat at it for a Power Moon.

53. Bowser's Kingdom Timer Challenge 2 - On the east building near the Beneath the Keep Checkpoint, there is a scarecrow. Throw your hat at the scarecrow to produce a green column and a key. Land on the top of the column, get the key, then long jump to the Power Moon before time runs out.

58. Bowser's Kingdom Master Cup - The Master Cup is the same as the Regular Cup. If you can do what was done in the Regular Cup, you can win the Master Cup and get this Power Moon.

59. Searching Hexagon Tower - You'll need to use the slingshots on the west side of the Main Courtyard area to reach the Moon Rock Piper that leads to this Power Moon. You'll need to take control of a Dry Bones Paratroopa in order to collect five Moon Shards and get a Power Moon back at the top. Watch out for the rocks that come down.

60. Center of Hexagon Tower - Down at the bottom of Hexagon Tower, there is an alcove containing a key. Grab the key, then fly back to the top for a Power Moon.

61. Climb the Wooden Tower - The slingshots on the east side of the Main Courtyard area lead to the Moon Rock Pipe that brings you to this Power Moon. Capture a Pokio, then use your poking ability to climb your way up the tower. There will be other Pokios as well as spinning wooden columns that will complicate things. At the top, you'll find a Power Moon.

62. Poke the Wooden Tower - At the start of where you find Power Moon #61, you'll need to go down the rear end of the first wall and break some crates with a Pokio to find this Power Moon.

Thursday, April 9, 2026

PrinceWatercress plays Super Mario Odyssey - Part 84 of 92


Now that the post-Bowser Moons are accounted for, it's time to activate the Power Moon and scour Bowser's Kingdom from beginning to end and get what's left.


The Moon Rock in Bowser's Kingdom is near the Main Courtyard. Activating the Moon Rock will increase the amount of Power Moons in the kingdom from 45 to 62.

Also, I finally find the switch for the first gate. It never dawned on me that I could go back there and throw Cappy at a switch on the other side to open it.

46. Behind the Tall Wall: Poke, Poke! - In the Third Courtyard (Rear) area, there is an outside wall with a gold hexagonal hole in it. Take a Pokio and drop down to poke the hole, then get yourself back up to the roof for a Power Moon.

49. Inside a Block at the Gate - At the Main Courtyard, you'll need to take a Pokio and climb up to where the bomb balls are being spawned so you can poke them towards the checkpoint into metal boxes. One of the boxes near the Main Courtyard checkpoint has a glowing light, and destroying that box will reveal a Power Moon.

50. Small Bird in Bowser's Castle - A bird with a glowing light can be found on top of a building near the start. Throw your hat at the bird to get a Power Moon. If the bird flies away, just face Mario away from the edge of the roof and turn the camera around and zoom in on Mario, then get the camera back on the edge to get the bird to re-spawn.

51. Invader in Bowser's Castle - There is a Yoofoe where you fought Topper at the Main Courtyard Entrance. Make a Goomba stack to get to the top of the Yoofoe so you can land on the top of it when you release capture, and when you jump on the Yoofoe twice, you'll get a Power Moon. The Yoofoe will have four sets of blades instead of two on the second phase, so be careful.

52. Jumping from Flag to Flag - Behind the Main Courtyard Entrance checkpoint, there are flags suspended in mid-air and another keyhole tile. The line of flags to the left will have a key; jump from flag to flag, slide downwards when necessary, and make sure your back is always toward a flag when you jump. Do this to get the key, then do this again to get back and get the Power Moon.

54. Taking Notes: On the Wall - At the end of the Third Courtyard (Rear) area, there is a hidden platform hidden among the rooftops. Take control of a Pokio and grab the treble clef, then launch yourself off the wall to get the notes before the time runs out for a Power Moon.

55. Taking Notes with a Spinning Throw - There is now a treble clef where you fought Hariet at the Main Courtyard Entrance. For the first set of notes, throw your hat in a circle, then use your hat to grab the stragglers. For the second set of notes, run through the middle of each row while throwing your hat forward to quickly grab all the notes in one shot. For the third set of notes, you'll need to throw your hat in a circle and move around to get the stragglers while necessary, and at the same time, you'll need to long jump to each set. This one is a toughie, but it can be done. Getting all three sets of notes will net you a Power Moon.

56. Third Courtyard Outskirts - There is a Power Moon on the pylon path between Third Courtyard (Front) and Third Courtyard (Rear). Shake the controller near the circle of coins to get the Power Moon.

57. Stone Wall Circuit - In the Second Courtyard, there is a keyhole tile and a pylon on a nearby wall. You'll need to capture the pylon, un-capture it in the middle to get the key, recapture the pylon and then ride back upwards for a Power Moon.

Wednesday, April 8, 2026

PrinceWatercress plays Super Mario Odyssey - Part 83 of 92


Now that the Seaside Kingdom is pretty much over and one with, it's time to head back to Bowser's Castle and see what we can get after beating the game.


Our Power Moon Hunting now takes us to Bowser's Kingdom.


Seaside Kingdom


49. Secret Path to Bubblaine! - There are two ways to get to this Power Moon.

In Bowser's Kingdom, you can get here through a painting on the left building at the Main Courtyard Entrance.

In the Mushroom Kingdom, there is a painting between some trees near the Odyssey.

Thankfully, neither entrance is tied to which choices you took at the two forks in the road during the game, and both of them are amazingly easy to find and will take you to the same place.

Bowser's Kingdom


39. Sphynx Over Bowser's Castle - At the Main Courtyard, take control of the binoculars and search the sky for the Sphynx on a sail. Focus on the Sphynx for a Power Moon.

40. I Met a Pokio! - Take control of a Pokio at the Main Courtyard, then take it across the roof on the east side to a Bonneter, who is looking for a Pokio to study. You'll get a Power Moon.

41. Bowser's Kingdom Regular Cup - At the Beneath the Keep Checkpoint, you'll find the Koopa Freerunning game. You'll be doing a lot of long jumping to get this one, and the more stuff you can skip with a long jump and some hat/dive jumping from a high place, the better. This is the longest race, but it is also the easiest as long as you don't royally mess things up.

42. A Rumble Under the Arena Floor - There is a certain part of the floor in the Showdown Arena that you can ground pound for a Power Moon. To get this one, you have to position yourself between the two flags on the west side of the arena nearest the pipe, then keep moving away from them and ground pounding the floor every so often until you can find it. This one can be pretty tough to get a hold of.

43. Secret Path to Bowser's Kingdom - After defeating Bowser, you'll be able to enter the painting behind the large waterfall in the Cascade Kingdom. Entering it will take you to the Island in the Sky in Bowser's Kingdom as well as a Power Moon.

44. Peach in Bowser's Kingdom - Peach and Tiara are near the Crazy Cap Shop; talk to them for a Power Moon.

45. Found with Bowser's Kingdom Art - You'll need this hint art in the Main Courtyard to get this Power Moon. Head to the Moe-Eye Habitat and find the cactus near the bushes that Poochy was standing in front of, then ground pound the air between the cactus and the two bushes for a Power Moon.

Tuesday, April 7, 2026

PrinceWatercress plays Super Mario Odyssey - Part 82 of 92


In this video, we head to the Ruined Kingdom. This won't take long at all.


Next up is the Ruined Kingdom. The Moon Rock is off to the side at the beginning of the stairs leading up to the Ruined Dragon. Shimmy across the handhold on the wall to get there; don't long jump or else you'll fall short. Activating it will increase the amount of Power Moons from five to ten.

5. Peach in the Ruined Kingdom - This is the only Power Moon you can get after beating Bowser and before activating the Moon Rock. Peach and Tiara will be near the Ruined Dragon; talk to them for a Power Moon.

6. Caught on a Big Horn - Throw your cap at the dragon's left horn and hold the button to get this Power Moon to appear.

7. Upon the Broken Arch - Before the pylon that leads to the dragon, there is a glowing light on top of the broken arch on the right side of the staircase. Backflip and grab your way up there, then ground pound the flashing light for a Power Moon.

8. Rolling Rock on the Battlefield - Near the dragon, there is a rock on the ground that you must hit in any way possible up to 50 times. Breaking this rock reveals a Power Moon.

9. Charging Through an Army - There is a Moon Rock Pipe near the Odyssey. Enter it, then throw your hat at the switch to open the cage and release a Chargin' Chuck. Possess the Chargin' Chuck and take it up the nearby ramps, then bust open the cage with a tackle to free a Power Moon.

10. The Mummy Army's Curse - With the Chargin' Chuck in the Moon Rock Pipe area, break the blocks below where the area starts. This will cause some Chinchos to spawn near the beginning. One of them will have a glowing light; you'll need to defeat that Chincho to get a Power Moon.

Monday, April 6, 2026

PrinceWatercress plays Super Mario Odyssey - Part 81 of 92


In this video, we collect the last of the Power Moons in the Luncheon Kingdom.


59. On Top of a Tall, Tall Roof - This Power Moon is above the two lanterns for the "Light the Far-Off Lanterns" Power Moon. To get to this one, you'll need to warp to the Top of the Peak Climb checkpoint, then long jump and use the hat/dive jumps to get to it.

60. From a Crack in the Hard Ground - There is a ramp near the Path to the Meat Plateau checkpoint. Backflip to it, then go up to the crack near the edge and ground pound it for a Power Moon.

61. By the Cannon Pointed at the Big Pot - Believe it or not, there is now a glowing light at the top of the rock wall to the left of the cannon that takes you to where you fought the Cookatiel. You'll need to take control of a Podaboo, leap up onto where the glowing light is, then ground pound the glowing light for a Power Moon.

62. Luncheon Kingdom: Master Cup - Once you beat the Regular Cup, you can get the Power Moon for the Master Cup. This one is the same as the Regular Cup as far as getting the Power Moon, but the Gold Koopa will be pretty quick.

65. Volcano Cave Cruisin' - There is a Moon Rock Pipe near the entrance to Volcano Cave. You'll need to ride the platform over lava and also activate some hat cloud platforms to get to the end for a Power Moon.

66. Volcano Cave and Mysterious Clouds - There is a group of hat clouds at the top of the corner where the moving platform goes upwards. This will take you to an easy-to-miss Power Moon.

Sunday, April 5, 2026

PrinceWatercress plays Super Mario Odyssey - Part 80 of 92


In this entry, we head to the Luncheon Kingdom and begin searching for Power Moons over there again now that Bowser is gone.


It's now time to head to the Luncheon Kingdom to pick up some Power Moons again. The Moon Rock will be in the lava area near the Salt Pile Isle checkpoint; activating it will expand the number of Power Moons in the kingdom from 56 to 68.

50. The Rooftop Lantern - For this Power Moon, you'll need to take control of a Fire Bro and light a lantern on top of one of the buildings in Peronzo Plaza.

51. Jammin' in the Luncheon Kingdom - There is a Jammin' Toad behind the Peronza Plaza checkpoint, across from the Scarecrow for the "Luncheon Kingdom Timer Challenge 2" Power Moon. He is looking for a specific piece of music related to "I've become a monster!" Play either "Fossil Falls: Dinosaur," "Honeylune Ridge: Collapse," "Honeylune Ridge: Collapse (8-Bit)," or "Honeylune Ridge" Escape" to get this Power Moon. You'll also unlock "NDC Festival (8-Bit)" in the music menu.

52. Mechanic: Repairs Complete! - There is a Steam Gardener from the Wooded Kingdom near a green staircase in Peronza Plaza. If you talk to him with the Mechanic Cap and Mechanic Outfit equipped, you will be able to get him out of "harsh critic mode" and get a Power Moon.

53. Diving from the Big Pot! - Go back to the big bowl where you fought the Cookatiel. You'll need to leap from the big bowl at the peak of the mountain to the smaller bowl at the top of the building in Peronza Plaza. Doing this will net you a Power Moon.

54. Hat-and-Seek: Among the Food - Behind one of the buildings in Peronza Plaza, there is a Volbonan with a Bonnetter hiding in the chef's hat. Talking to the Bonnetter will net you a Power Moon.

55. Luncheon Kingdom: Regular Cup - You'll need to warp to the Start of the Peak Climb checkpoint to easily get to this one. The Koopa Freerunning minigame will be outside of Volcano Cave. To win, you'll have to climb up to the top of the mountain, and there are several ways to do it. Being able to find a fast way will net you a Power Moon.

56. Peach in the Luncheon Kingdom - Peach and Tiara will be near the pot of Stupendous Stew in Peronza Plaza; talk to them for a Power Moon.

57. From Inside a Bright Stone - Near the "Luncheon Kingdom Timer Challenge 2" scarecrow are some blue rock platforms in the lava. One of them will have a glowing light; ground pound that spot for a Power Moon.

58. Under the Meat Plateau - I took the hard mode route here and grabbed this by moving off the nearby edge with a Fire Bro, jumping and then relinquishing control of it near the Power Moon behind a green wall near the Meat Plateau. You can get a Podaboo and grab it with that, too.

63. Stepping Over the Gears - There is a Moon Rock Pipe at the top of the Meat Plateau. Use the Platform Monsters to get to higher areas so you can reach the end and get this Power Moon.

64. Lanterns on the Gear Steps - Along the way in the Moon Rock Pipe area at the top of the Meat Plateau, there are lanterns you can light with a Fire Bro. Light them all for a Power Moon. The last one is off to the side at the end, and can be really easy to miss.

67. Treasure of the Lava Islands - There is a Moon Rock pipe at the top of the walls near the Odyssey. You'll need to take control of a Podaboo and swim and jump across the lava to get to the Power Moon at the end. Use the moving plat

68. Flying Over the Lava Islands - Shortly after the beginning of the Moon Rock Pipe area near the Odyssey, there is a cannon off to the side that you can jump into as a Podaboo. Launch yourself upwards, then relinquish control of the Podaboo when you're in the air to get this Power Moon.

Saturday, April 4, 2026

PrinceWatercress plays Super Mario Odyssey - Part 79 of 92


In this video, we wrap up our Power Moon hunt in the Seaside Kingdom.



59. A Light Next to the Lighthouse - There is a pole with a flashing light at the top of it at the top of the lighthouse. Throw your cap at the pole and hold the button down for a Power Moon.

60. The Tall Rock Shelf in the Deep Ocean - There is a glowing spot on one of the rock formations where the Sphynx is. Ground pound it for a Power Moon.

61. At the Base of the Lighthouse - Underwater near the lighthouse, there are two blue rock formations. Ground pound the glowing spot between them for a Power Moon.

62. Bird Traveling Over the Ocean - There is a bird flying around the Seaside Kingdom with a glowing light, and if you catch it, you can get a Power Moon. For best results, take control of a Gushen and wait near the east side of the Glass Palace while facing the Odyssey.

64. Seaside Kingdom Timer Challenge 3 - There is now a scarecrow at the top of the lighthouse. Throw your cap at it, then long jump in the direction of the Power Moon that appears and get in the water to collect it before time runs out.

65. Taking Notes: Ocean-Bottom Maze - In the underwater 8-bit area, there will now be a treble clef. Collect it, then get all the notes before time runs out for a Power Moon.

66. Taking Notes in the Sea - Near the Glass Palace, there is a treble clef underwater. Touch it, then quickly take control of a Cheep Cheep and swim around to collect all three rings' worth of notes. The Power Moon will appear afterwards.

68. Aim! Poke! - There is a Moon Pipe Rock underwater near the Rolling Canyon checkpoint. Go down and take control of the Pokio to send the bombs into the blocks with the poke attack. You'll need to clear a path to the blocks holding down the cage door so you can get this Power Moon.

69. Poke! Roll! - Back at the start of the area where you get Power Moon #68, you will need to strike a bomb with the Pokio's poke attack from the middle of the room in such a way that it travels around the ramp behind the Moon Pipe and hits a single block. Breaking this block reveals a Power Moon.

70. The Spinning Maze: Search! - There is a Moon Rock Pipe underwater near the lighthouse that takes you to the maze. Search the maze for five Moon Shards and get a Power Moon.

71. The Spinning Maze: Open! - In the upper-right corner of the maze, one of the walls you can push with your cap hides a secret compartment; drop down it to find a chest containing a Power Moon.

Friday, April 3, 2026

PrinceWatercress plays Super Mario Odyssey - Part 78 of 92


In this entry, we wrap up the Snow Kingdom, then return to the Seaside Kingdom and start collecting more Power Moons there.


The Moon Rock for the Seaside Kingdom will be near the Beach Volleyboard court. Activating it will increase the amount of Power Moons in the kingdom from 52 to 71.

Snow Kingdom


53. Iceburn Circuit Class S - Go back to the doorway where the Moon Rock used to be after getting Power Moon #52. You'll be racing the Iceburn Circuit course again, this time with smarter, more devious opponents. Beating this second race will net you a Power Moon, but be ready to do some smart bounding for three laps to do it.

Seaside Kingdom


51. Seaside Kingdom Regular Cup - At the island above the Ocean Trench East checkpoint, you'll find the Koopa Freerunning mini-game. You'll need to swim upwards, grab a Cheep-Cheep, get a Gushen near the center of the kingdom, and then rocket to a cliff with Volbonnens acting as platforms. You'll need to take control of the Volbonnens and sling yourself upwards as you possess each one to get to the goal.

52. Peach in the Seaside Kingdom - Jump into one of the four geysers leading to the top of the water fountain at the Glass Tower in the center of the kingdom to find Peach and Tiara. Talk to them for a Power Moon.

53. Above the Parasol: Catch! - This Power Moon is above the umbrella to the left of the Beach House. It's also directly across from where the Moon Rock was, making it the easiest and probably the first Power Moon you can grab after activating the Moon Rock.

54. What Shines Inside the Glass - After activating the Moon Rock, go back into the Glass Tower for a Power Moon.

55. A Fine Detail on the Glass - After activating the Moon Rock, there will be a Power Moon above one of the handles of the Glass Tower.

56. Underwater Highway West: Explore! - Use the Ocean Trench West checkpoint to get closer to this one. This Power Moon will be found on the west end of the kingdom near a couple of rolling moon rock columns.

57. Underwater Highway East: Explore! - This Power Moon is found hiding in some plant life on the east side of the kingdom near Hot Spring Island.

58. Rapid Ascent on Hot Spring Island - Bring a Gushen to Hot Spring Island, then rocket your way up. When you find the Power Moon, get under it with the Gushen, then de-possess the Gushen to hop upwards and get it.

63. Caught Hopping at Glass Palace! - After activating the Moon Rock, there will be a rabbit hopping around the Glass Tower in the center of the kingdom. Catch it for a Power Moon. If you're having trouble, throw your hat at the rabbit to slow it down.

67. Seaside Kingdom Master Cup - Once again, this is on the island above the Ocean Trench East checkpoint. The same strategies used for the Regular Cup can very easily be used for the Master Cup.

Wooded Kingdom


49. Secret Path to the Steam Gardens! - You'll need to collect "The Bound Bowl Grand Pix" Power Moon from the Snow Kingdom, the "The Glass Is Half Full!" Power Moon from the Seaside Kingdom, and the "New Donk City's Pest Problem" Power Moon for this one to show up. There are three ways you can find the painting for this, and the one you'll have to use depends on where you went in the two forks in the road:

If you visited the Wooded Kingdom first at the first fork, then visited the Seaside Kingdom first at the second fork, the painting for this Power Moon will appear on a high cliff ledge at the north end of the starting area in the Snow Kingdom.

If you visited the Wooded Kingdom first at the first fork, then visited the Snow Kingdom first at the second fork, the painting will be found inside the Glass Tower at the center of the Seaside Kingdom. (This is the one that I use.)

If you visited the Lake Kingdom first at the first fork, then the painting will be found on a ledge hidden directly behind the Odyssey in the Metro Kingdom no matter what.