Saturday, January 31, 2026

PrinceWatercress plays Super Mario Odyssey - Part 16 of 92


Our adventure takes us not only into the Deep Woods, but also into the first of several technical problems in making this Let's Play possible. I'm amazed I managed to get this one done.

First | Previous | Next | End

There is a "hidden" area in the eastern side of the kingdom known as the Deep Woods. To enter it, you'll need to get to the eastern side of the kingdom and leap into the bottomless pit. Instead of dying and losing ten coins, you'll end up in a new, much darker area. Here, you'll find a couple of Power Moons as well as the last nine Regional Coins.

The planters will provide a way out if you can throw a seed into them. To get a seed, you'll need to find the robot that produces one when you talk to it. It will be near the walls; just keep running around the Deep Woods until you find it.

If you see any glowing spots on the ground, you'll find gold mini-Goombas if you ground pound them...usually.

The T-Rex returns in this area. You'll need to get the the T-Rex's attention in order to get it to chase you, as this one is awake now...and it's angry! You'll then need to trick it into running into a solid wall. When that happens, you'll briefly stun the T-Rex. You can then throw your hat at it to possess it. You'll need to do this to complete the Dark Woods as well as the Wooded Kingdom. Also, keep in mind that if the screen shakes, the T-Rex is nearby, so keep that in mind.

Power Moons


28. Rolling Rock in the Deep Woods - There is a rock that you can kick in the southern end of the Deep Woods where the babbling brook ends, and if you kick it, it will start glowing. Breaking it fully reveals a Power Moon.

29. Glowing in the Deep Woods - There is a scarecrow near the babbling brook. If you throw your hat at it, you'll reveal a blue platform and a Power Moon. You don't have much of a hint as to where to go to get it, and your best bet for finding it is going in one particular direction and long jumping until you see it. This one can be a bit difficult, but it can definitely be done, and if you're fast enough and you're able to figure out where you need to go, you can get this. (I'm not really sure how best to explain how to collect this one, so I really hope this helps.)

30. Past the Peculiar Pipes - In the eastern end of the Deep Woods, you'll see a pipe in the wall. You'll need to enter a series of pipes in the proper order, which is different each time you play, to reach the Power Moon at the end.

31. By the Babbling Brook in the Deep Woods - For this one, you'll need to stun and possess the T-Rex in the forest. There is a block near where the river begins, and if you run into it with the T-Rex, you'll uncover a glowing spot on the ground. Ground pounding this glowing spot reveals a Power Moon.

32. The Hard Rock in Deep Woods - You'll need the T-Rex for this one. This time, you'll need to find where the river ends, then break the nearby block with the T-Rex and  ground pound the glowing spot that is revealed for a Power Moon.

33. A Treasure Made from Coins - There is a Coin Coffer enemy on a small hill. Possess it, then take it back to the widest part of the brook. There is a sapling there; spit 500 coins at it as the Moneybags in order to grow the plant to full height and reveal a Power Moon. You'll need to climb a nearby tree to the top and then jump off to get the Moon.

34. Beneath the Roots of the Moving Tree - In the eastern end of the Deep Woods, there is a pine tree with a green capture point on the top of it. Throw your hat at it, then move the tree out of the way to find a glowing spot. Ground pound that glowing spot to find a Power Moon.

35. Deep Woods Treasure Trap - There is a really big tree near the southern end, close to where you can find the T-Rex. If you circle around it, you'll find a pipe leading inside the tree. You'll end up in front of three treasure chests to throw your cap at. The correct order to open them in is middle, left, and right. Doing it right will give you a Power Moon.

36. Exploring for Treasure - At the north end, you'll need to find where the babbling brook begins. There will be a locked door and a robot. Talk to the robot while equipped with the Explorer Hat and the Explorer Outfit, and you'll accomplish the prerequisite of being dressed like an explorer in order to get in. To get these two outfit pieces, you'll need to spend the Regional Coins that you find here at the Crazy Cap shop near the Odyssey. Inside the door is a Power Moon in a treasure chest. 

Regional Coins


Friday, January 30, 2026

PrinceWatercress plays Super Mario Odyssey - Part 15 of 92


...and with that, that's another kingdom made safe. Of course, our search for Bowser and Peach rolls on.

First | Previous | Next | End

As soon as you drop down into the Secret Flower Field, you'll face a boss.

To beat the boss, you'll need to take control of an Uproot and raise its head into the dome on the underside. When you hit the underside enough times, you'll launch it into the air. You'll then start the battle with Torkdrift.

From here, you'll need to get underneath all of the cubes made out of bricks and raise yourself into them to break through them and destroy the satellites. When you do this, you'll destroy Torkdrift's protective barrier, and you can raise yourself into the dome and damage Torkdrift a second time.

After this, Torkdrift will create red lasers. Stretch yourself upwards in order to jump over them, especially when you see multiple rings stacked on top of one on another. After you damage all of the satellites and hit Torkdrift from underneath a third time, you'll need to go through this one more time to defeat Torkdrift for good. For defeating Torkdrift, you'll earn Power Moon #4.

Now that we've completed all of the storyline objectives, we can now explore the Wooded Kingdom at our leisure and look for more Power Moons, or we can head to the next kingdom. Obviously, we're going to do the former.

At the Iron Mountain Path, Station 8 checkpoint, there is a P Switch you can jump on. Jump on all the platforms before time runs out to reach the Observation Deck. Hit the checkpoint here and get the four Regional Coins, then throw your hat at the Glydon to start gliding around the level.

Near the Secret Flower Field entrance, you can get a seed. Hit the P Switch to open up the platforms leading to the Observation Deck, then throw the seed into the planter and climb the vine to find a bunch of coins, including three Regional Coins.

4. Defend the Secret Flower Field - Get to the Secret Flower Field and defeat Torkdrift (see above).

7. Rolling Rock in the Woods - There is a rock flashing multiple colors near the Odyssey. If you keep hitting this rock and eventually break it, you'll find a Power Moon.

12. Over the Cliff's Edge - Near the Summit Path checkpoint as well as the rock wall you need to destroy with the Sherms to make a path, there are some platforms to the side. This not only leads to three Regional Coins, but also some bars to hang on and jump off of to reach a Power Moon trapped in a nut.

18. The Nut that Grew on the Tall Fence - There is an iron wall near a cage containing a Power Moon that we won't get until later. On one of the nearby walls is a nut. Break it to get this Power Moon. You can also easily get this one with the Glydon from the Observation Deck.

20. Hey Out There, Captain Toad! - You can easily glide to Captain Toad with Glydon from the Observation Deck. Talk to Captain Toad for a Power Moon.

22. Inside a Rock in the Forest - There is a rock near the Odyssey that you can destroy with a Sherm to find a Power Moon inside. You'll need to get a Sherm from the Summit Path area and drop it down to the starting area to get this one.

26. Spinning-Platforms Treasure - While you can easily get down here and cross on the spinning platforms to get to this Power Moon, it is easier to get here with Glydon from the Observation Deck...so that's what I do.

27. Make the Secret Flower Field Bloom - Head back to the Secret Flower Field after you defeat Torkdrift. There will be three circular sets of seedlings, and if you can get them all to sprout with your hat before any of them turn back into seedlings, you'll get a Power Moon for your efforts.

37. Wooded Kingdom Timer Challenge 1 - At the Iron Road: Halfway Point checkpoint, there is another scarecrow to throw your hat on. Swing from rod to rod and snag the Power Moon at the top before time runs out.

38. Wooded Kingdom Timer Challenge 2 - At the Forest Charging Station, there will be a Scarecrow to throw your hat at once you complete all the storyline missions. Once you do this, jump up all the platforms to get this Power Moon.

47. Walking on Clouds - In the area from where you climbed up the vine from the Observation Deck, you'll see this Power Moon just before the platform path's end. You'll need to possess the Uproot in this area to reach it.

48. Above the Clouds - In the area from where you climbed up the vine from the Observation Deck, you'll see the shadow of a Power Moon at the red and green platform blocks. Make sure you've possessed the Uproot in this area to get everything, including this Power Moon and the three Regional Coins that came before it.

Regional Coins


Thursday, January 29, 2026

PrinceWatercress plays Super Mario Odyssey - Part 14 of 92


We're at the summit of Iron Mountain. Next time, we'll defend the Secret Flower Field before exploring the Wooded Kingdom at our leisure.

First | Previous | Next | End

One of the robots near the Odyssey will introduce you to the white flowers that make you go forward, which I talked about in the last video. To grab them and speed up temporarily, you will need to throw your hat at them every single time; you can't just move into them. This will allow you to go up steep slopes for a brief time, and the more you keep throwing your hat at these flowers, the longer you can do this.

At the summit of the mountain, possess a Sherm with Cappy, then shoot down the four Bowser face targets while avoiding the rolling balls that shoot out of the cannon. This opens up the path to the real boss for this kingdom and nets you Power Moon #3 (see below).

Power Moons


3. Path to the Secret Flower Field - Take control of a Sherm and shoot down the four Bowser targets while avoiding the balls that the cannon shoots. When the cannon is destroyed, you'll reach the entrance to the flower field (and another boss), and you'll also be able to get this Power Moon.

5. Behind the Rock Wall - For this one, you'll need to use a Sherm to blow up the rocks blocking your path upwards. From the top, you can then get on the left side and drop down to get this Power Moon.

6. Back Way Up the Mountain - There is an 8-bit area hidden behind some blocks you can break with the Uproot near the "Iron Mountain Path, Station 8" checkpoint. Go through it, do some basic running and jumping, and you'll find this Power Moon at the end.

43. Flower Road Run - For this area, you'll need to hit the P switches and run across the moving plant path while avoiding the Goombas and doing a little bit of wall jumping. You'll find the Power Moon at the exit.

45. Elevator Escalation - At the very steep-sloped wall, stay all the way to the right to reach a door. Take control of a Sherm, take out all the enemies and destroy any cages in your way to hit all the P switches. You'll find the Power Moon after getting past all the Sherms.

Regional Coins


Wednesday, January 28, 2026

PrinceWatercress plays Super Mario Odyssey - Part 13 of 92


In this entry, we face another member of the Broodals. Interestingly, we're not done yet...

First | Previous | Next | End

Flower Thieves of Sky Garden


The Fire Brother can throw fireballs, and if you light campfires with your fireball powers, you can get coins as well as Hearts.

From where you got your first storyline Power Moon, jump on the P Switch to activate a plant bridge. Stay on the plant bridge as it moves across by moving forward with it. After the first P Switch, you'll see a tower off to the side where you can get four more Regional Coins as well as a Power Moon in a nut before taking a detour back to the path you need to take.

Inside the Sky Garden Tower, you'll need to hit P Switches in order to open a way to the top. The P Switches stay pressed, and the plant bridges will keep spawning and re-spawning on a regular basis. You'll find an Uproot or two going up the tower; use them to get on the platforms that move in and out of the walls as well as to get to other areas where you can find things such as Regional Coins and Power Moons.

At the very top of the tower, you'll have another boss battle. Before you go, hit the Sky Garden Tower checkpoint, then leap off the side before approaching the Broodals and walk slowly and carefully across the metal girder to find four Regional Coins. Use the checkpoint you just activated to return and face Spewart. Keep your distance to avoid the poison that Spewart spews out, then throw your hat towards him to get the poison out of your way and hit Spewart. This will knock the hat off his head. Jump on Spewart's head to start the second phase. If you need health, break the rocks that are around here to uncover Hearts.

For the second phase of the battle, you'll need to avoid Spewart as he hides in his hat and spins around. If you need to, throw your hat at the trails of poison Spewart leaves behind to give yourself room to move. When Spewart reappears in the center of the field to spit more poison around and around, hit him with your hat again, then jump on his head.

The third phase is the same as the second phase. Once you hit him one more time, Power Moon #2 will be yours. 

Path to the Secret Flower Field


While the Soirée Bouquet cannot be saved, there is still hope for the Secret Flower Field, which the Broodals are still trying to look for. When you see where you're supposed to go next, a strange, UFO-like enemy will land where the Secret Flower Field is.

The road to the Secret Flower Field will be a little longer, as some of the checkpoints that you unlocked earlier will no longer be available to you until you complete this storyline mission.

You'll start seeing white flowers with orange on the insides of them. If you grab them with your hat, you'll start running quickly. Grab more flowers to maintain this speed, but make sure you watch where you're going and don't run into any walls.

The tank enemies are called Shermans, and if you possess them, you can break dark brown walls with your cannon to open up new areas. The left stick moves, the right stick aims, and Y fires from the cannon.

The silver robot will provide a seed that you can throw into the nearby dirt mound for a vine you can climb; this will take you to another checkpoint that you can unlock for the Forest Charging Station.

Power Moons


2. Flower Thieves of the Sky Garden - Defeat Spewart. The strategy to defeat him is above.

9. Thanks for the Charge! - The right-most charging station in the Forest Charging Station area has a bright light in the ground. Ground pound it for a Power Moon.

11. Tucked Away Inside the Tunnel - There is a waterfall near the Odyssey that you can follow upwards to a stream, which takes you to another gate you can open by throwing your hat at a switch as well as a Fire Brother. By using the Fire Brother to make a wrap-around jump towards the platform above, then leaping out of him to perform a mid-air dive jump onto the platform, you'll find another nut that you can break for a Power Moon.

14. Climb the Cliff to Get the Nut - From Power Moon #11 (see above), open up the nearby gate with the switch, then possess an Uproot and make your way up to where the nearby Regional Coins are. Get those coins, then keep going up. You'll find another Fire Brother as well as another nut. Break this nut to get another Power Moon.

17. Cracked Nut on a Crumbling Tower - As you move forward with the plant bridges, you'll see a tower off to the side. Move across the fallaway blocks, then take the lift to another nut and another Power Moon. 

19. Fire in the Cave - Tucked away in the Iron Road: Entrance area is a hallway leading to a gate and a scarecrow. Throw your cap at the scarecrow to open the gate, then jump on the Fire Brother when it stops to throw fireballs to defeat him. 

21. Love in the Forest Ruins - Near the Forest Charging Station, you'll need to make a stack of Goombas to get the female Goomba's attention. This will net you a Power Moon.

24. Nut Planted in the Tower - Near the end of the Sky Garden Tower, there is a nook in the tower that contains another nut, which you can easily break for a Power Moon with an Uproot.

25. Stretching Your Legs - At the top of the Sky Garden Tower, you'll see a shadow. This is another Power Moon; use an Uproot to get it.

41. Wandering in the Fog - The Mini Rocket in the Forest Charging Station leads to a very foggy area. Possess a Para-Goomba to find some of the five Moon Fragments - some of which will be in the underside of this area. so you can get the Power Moon here.

Regional Coins


Tuesday, January 27, 2026

PrinceWatercress plays Super Mario Odyssey - Part 12 of 92


After spending the last couple of entries backtracking for Power Moons, it's time to move forward.

First | Previous | Next | End

There's nothing left in the Sand Kingdom, so let's head to the Wooded Kingdom. In this kingdom, there is a giant greenhouse full of flowers that is famous for its beautiful Soirée Bouquet.

Road to Sky Garden


Rabbits will run away from you if you approach them, and while some of them may have coins, others will have Power Moons. If you hit a rabbit with your cap, you can briefly slow it down.

The Regional Coins are in the shape of nuts...the metal ones, not the ones that come out of a tree. You'll see both all over this kingdom.

The first new enemy you'll meet just from looking around will most likely be an enemy in an upside-down flower pot. This enemy is known as an Uproot, and throwing your hat at it will free it from the pot. Throwing your hat at it again will allow you to possess it. While playing as an Uproot, you can stretch yourself upwards by holding the B button. Letting go of B will allow you to do a somersault forward as soon as your legs return to your body, which happens pretty quickly. You do have a limit as to how high you can stretch yourself, but even then, getting to places you normally aren't able to get to as Mario alone is easier than you would think. The stretch ability will also allow you to break the nuts on the walls as well as push some platforms upwards as well as break blocks from underneath, so it's not just for jumping.

The residents of this kingdom are robots that are programmed to water the flowers. They will be in a tizzy when you first enter this kingdom, as Bowser, Peach and the Broodals are all here. Your main objective before you have free reign over where you can go is to get to the Sky Garden at the very top of the kingdom.

The Sphinx returns, and you'll need to answer a question to enter the rest of the kingdom. The question is "What does the monster want from this kingdom?" The answer is "Flowers."

The pinkish-purple goop is poisonous sludge, and if you run into it, it will damage you. Thankfully, you can get rid of it by throwing your hat at it. As you go upwards in the kingdom, you'll meet Piranha Plants that spit this goop out, including a big one that carries the kingdom's first storyline Power Moon. More on that later.

The lake near Talkatoo contains a pipe. If you enter it, you'll find a hidden passage where you can find not one, but two moons. I won't find the hidden second one until later.

There is a maze on the way to Power Moon #1 (see below). You'll find a few Regional Coins as well as a Power Moon in another nut. 

When you reach the halfway point (which has its own flag called Iron Path: Halfway Point), you'll find a big Piranha Plant. Throw your hat at it to stun it, then jump on it to destroy it. You'll get a Power Moon.

Power Moons


1. Road to Sky Garden - In the area where the "Iron Road: Halfway Point" checkpoint is located, you'll need to throw your hat at the big Piranha Plant to stun it, then jump on it to defeat it. This will net you a Power Moon.

8. Caught Hopping in the Forest! - Near the Odyssey, there is a rabbit. If you can run into it and catch it, you can get a Power Moon. This is most likely the first rabbit you'll see, but not the last.

10. Atop the Tall Tree - On the other side of the cliff path that starts near the Odyssey is an area with an Uproot. Take control of the Uproot, then use your stretch ability to jump from platform to platform to reach a nut. Stretch yourself into the nut to break it and get this Power Moon.

13. The Nut 'Round the Corner - There is a hidden path that you can find if you follow the edges of the kingdom, and it will be across from Talkatoo. Use an Uproot to get past the platforms that will fall under your weight, and stretch yourself high on the last platform to get to this nut, break it and get the Power Moon.

15. The Nut in the Red Maze - You'll need an Uproot to find the nut containing this Power Moon in the maze portion before you reach Power Moon #1. 

16. The Nut at the Dead End - From the "Iron Road: Halfway Point" area, there is a pole you can slide down to enter another area. One end has three regional coins, but the other end has a nut. You'll need the Uproot in this area to break the nut and get the Moon.

23. Shopping in Steam Gardens - Purchase a Power Moon in the gold coin Crazy Cap store for 100 gold coins.

39. Flooding Pipeway - In the lake near Talkatoo, there is a pipe you can enter. If you can move and swim past all of the Black Fuzzys and get to the other end, you'll get a Power Moon.

Regional Coins


Monday, January 26, 2026

PrinceWatercress plays Super Mario Odyssey - Part 11 of 92


That's it for Sand Kingdom. Next time, we head to the Wooded Kingdom.

First | Previous | Next | End

There is a slingshot at the hole below where the Inverted Pyramid now. If you throw your hat into it, you'll be able to go through the inner section of the pyramid all over again in case you missed something.

Power Moons


38. Jaxi Reunion - East of the desert oasis, there is a Jaxi statue and an empty pedestal across from it. Ride a Jaxi onto this empty pedestal for a Power Moon.

46. Hidden Room in the Inverted Pyramid - After the 8-bit section of the inside of the Inverted Pyramid, you'll want to possess a Bullet Bill and land at the conveyor belt before the end. You'll be taken to a hidden room with a Power Moon in a chest.

49. Under the Mummy's Curse - At the hole near where the Inverted Pyramid is now, you can take command of a Money Bag enemy for a ton of coins, then shoot down all the mummies in the area where you fought Knucklotec for a Power Moon. One of the many mummies will have the familiar glow of a Power Moon, and you'll need to find and take out that specific one.

53. Dancing with New Friends - For this one, you'll need to wear the Sombrero and the Poncho. There is a locked door in Tostarena Town, and if you talk to the guy next to it wearing these two outfit pieces, you'll open the door. Go inside, then stand in the center of the stage and Mario will play guitar. This will

55. Skull Sign in the Transparent Maze - Back at the invisible maze, throw the hat at the sign in the lava and hold the button to reveal a Power Moon.

Sunday, January 25, 2026

PrinceWatercress plays Super Mario Odyssey - Part 10 of 92


We're not quite done in the Sand Kingdom yet...

First | Previous | Next | End

There is an alternate means of getting Power Moon #21 (Bird Traveling the Desert). Warp to the top of the Desert Tower, use the power lines to go to the Inverted Pyramid, then use the power lines there to head to the top of the building in the northwest corner of the Kingdom and wait while keeping an eye on the tower. It will be a bit of wait, but you'll eventually see the bird coming your way and you can jump up and throw your hat at it to get the Moon.

Every once in a while, you can find a dog. You can find a dog in this kingdom near the Crazy Cap shop. The dog can help you find hidden items like coins and even hearts, but you can come across a Power Moon every once in a while. Not surprisingly, the dog can help you find Power Moon #17 (Top of a Dune) if the dog follows you to the tallest sand dune in the kingdom.

Power Moons


8. Hidden Room in the Flowing Sands - Near the three sand pillars, there is a gap in the bottom of one of the walls. Sink into it, then repeatedly jump so you can enter the chamber on the other side. Inside the chamber is a Power Moon.

9. Secret of the Mural - Before exiting the 8-Bit area of the Desert Tower, there is a gap in the wall to the left of the stone platform. Go through it to find an easy-to-miss Power Moon.

14. On the Statue's Tail - One of the Jaxi statues at the top of the Inverted Pyramid has a flashing tail. Throw your hat at the tail and hold the throw button down to reveal this Power Moon.

22. Bird Traveling the Wastes - There is another flashing bird that travels around the poisonous lava. Throw your hat at the bird to knock the Power Moon out of the bird, then get the Moon.

27. Desert Gardening: Seed on the Cliff - This was found here in the previous video. Now that we've waited long enough, we can get this one.

28. Sand Kingdom Timer Challenge 1 - For this Power Moon, you'll want to get to the top of the building in the northwest corner (warping to the top of the Desert Tower, power lining to the Inverted Pyramid and then power lining again to this building works best), then throw your hat at the scarecrow and roll and wall jump your way to the Power Moon before time runs out.

29. Sand Kingdom Timer Challenge 2 - There is a P-Switch to step on near the poisonous lava in the Moe-Eye Habitat. Take control of a Moe-Eye, hit the P-Switch, and use your ability to see hidden platforms get to the key and then get to the key square on the floor before time runs out. You'll need to switch between having the shades on and off in order to easily balance knowing where you are and getting to the key and the Power Moon as quickly as you can.

31. Found in the Sand! Good Dog! - Near the Crazy Cap shop, there is a dog wearing a tiny Sombrero. If you approach it, will dig up a glowing light. Ground Pound the glowing light to get a Power Moon.

37. You're Quite a Catch, Captain Toad! - There is a spot full of sand where you can take Lakitu and fish something out of the sand. If you can get what looks like the fish that is bigger than all the others, you'll catch Captain Toad instead. 

40. Wandering Cactus - Near where you found Captain Toad, there is a cactus with a green "?" icon on top. Throw your hat at the icon to take control of the cactus and move it around with the left stick. You'll uncover a flashing light. Ground Pound that light to find a Power Moon.

Saturday, January 24, 2026

PrinceWatercress plays Super Mario Odyssey - Part 9 of 92


At this stage in the game, the videos and blog entries will be a little shorter. They'll still be packed with Power Moons and Regional Coins, so watch/read on!

First | Previous | Next | End

There's a temple in the lava pool in the east part of the kingdom. You can enter it by riding a Jaxi through the lava and into the entrance. Here, you can get Power Moons #58 and #59 (see below).

This is where the third seed will be. Hit the flower, grab the seed, jump on the flower to get back up, then bring the seed back to the village.

Power Moons


6. Alcove in the Ruins - Remember that gate you opened by throwing Cappy at the switch? In the sandy area nearby, there's a hidden alcove that leads to a Power Moon.

11. On Top of the Stone Archway - From the Tostarena Ruins Sand Pillar checkpoint, you'll need to possess a bullet bill, then fly to the stone archway at the ruins entrance. If you're fast, you'll land on the top of the archway and you'll find a Power Moon.

30. Sand Kingdom Timer Challenge 3 - For this Power Moon, you'll need to be fast and you'll need to be good with the long jumps, too. Make sure you long jump at the end of each platform and don't stop so you can get this one, which can be a bit tricky.

36. Among the Five Cactuses - Near the northeast corner of the kingdom, there is a row of four small cacti and a big cactus. If you can ride a Jaxi into the big cactus and knock it onto the ground, you'll uncover a Power Moon. (If the big cactus falls into the pit to the side, just leave the area and come back to get the big cactus to respawn.)

50. Ice Cave Treasure - There is a hole in the sand in the ruins, and it leads to another ice cave area. You'll need to avoid being crushed by the columns that move up and down and also jump on a few to get to the exit. Before you go through the pipe, however, stand between the last two moving columns and wall kick your way up. You'll find a Power Moon at the top.

58. Jaxi Driver - There is another route that leads to the exit. You'll need to be able to brake and take the corners in order to get to the end and reach the Power Moon there.

59. Jaxi Stunt Driving - In the Jaxi temple in the east end of the kingdom, there is a treble clef you can grab. You'll need to go down one side, brake (hold the button down, I didn't know you could do this at the time) and get the rest of the notes. If you can get all the notes before they disappear, you'll get a Power Moon.

Regional Coins

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.

First | Previous | Next | End

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.

First | Previous | Next | End

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.

First | Previous | Next | End

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. 

First | Previous | Next | End

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.

First | Previous | Next | End

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.

First | Previous | Next | End

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