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Walkthrough & guides

Metro Kingdom – Power Moons 21–40

Super Mario Odyssey guide hub

21: City Gardening: Building Planter

Travel to the Main Entrance checkpoint. In the small park east of the road are three yellow seeds that you will need for moons 21 to 23.

Take a seed and go to the building near the RC car track. There’s a taxi in front of the building that you can use as a springboard.

Jump from the taxi to the fire escape and climb onto the roof. If you can’t carry the seed over the railing, throw it onto the fire escape or directly onto the roof first, and then climb up after it.

On the roof, next to the water tower, there’s an empty flowerpot. Throw the seed in and wait a few minutes until the plant has fully grown.

Touch the glowing fruit to collect the Power Moon.


22: City Gardening: Plaza Planter

Get another seed from the small park near the main entrance.

The matching flowerpot is also in the park, just a few steps away from the seeds. You’ll find it in the northeast corner on the small platform where the guitarist was waiting earlier.

Throw the seed into the bucket and wait until the plant bears a golden fruit. Touch the fruit to receive the Power Moon.


23: City Gardening: Rooftop Planter

Take the last seed from the park near the main entrance and carry it to the building with the jackpot game.

Go into the narrow alley between the Jackpot building and the neighboring house. Throw the seed onto one of the ledges and then perform several wall jumps to reach the top.

There’s another flowerpot on the roof of the neighboring building. Throw the seed in and wait until the plant has fully grown.

The plant on this roof takes a little longer than the other two. Once the golden fruit appears, you can collect the Power Moon.


24: How You Doin‘, Captain Toad?

Go to the town hall square and walk past the town hall on your left. Behind the westernmost building, you’ll find a small alley with several wooden crates.

Destroy the crates and step onto the steel beam behind them. Follow the narrow beam to its very end.

Captain Toad is waiting there high above the streets of New Donk City. Talk to him to obtain the Power Moon.


25: Free Parking: Rooftop Hop

Take the scooter at the main entrance and ride it towards the town hall.

East of the town hall is a building with several staircases and construction areas covered in blue tarpaulins. Ride your scooter up the steps.

You can use the jump button to overcome smaller ledges and the last few steps. At the top of the roof, next to a New Donker, there’s a marked parking space.

Park the scooter completely within the marked area. The New Donker will then reward you with the Power Moon.


26: Bench Friends

On the west side of the Crazy Cap store, a lone New Donker sits on a park bench.

Jump into the empty seat next to him. After a short moment, Mario will automatically sit down on the bench.

Remain seated and listen to the man’s story. As thanks for your company, he will present you with the Power Moon.


27: Shopping in New Donk City

Visit the Crazy Cap store near the main entrance and talk to the yellow salesman.

There you can buy the Metro Kingdom Power Moon for 100 gold coins.


28: Metro Kingdom Slots

Enter the strikingly designed building west of the main entrance. Inside you can participate in the jackpot game.

Four image fields are rotating in front of you. Your task is to stop the Power Moon symbol on all four fields simultaneously.

Stand sideways to the side of the fields and observe the order of the symbols. The Power Moon symbol appears directly after the heart each time.

As soon as the hearts become visible, throw Cappy horizontally through all four fields. With the right timing, all the indicators will stop at the Power Moon.

As a prize, you will receive a real Power Moon.


29: Jump-Rope Hero

In the small park north of the main entrance, two women from New Donker are swinging a rope.

Stand between the two women and jump over the rope. The first jumps are slow, then the speed is gradually increased.

Press the jump button only briefly so that Mario jumps as low as possible and lands back on the ground in time.

After 30 successful jumps, the Power Moon appears.


30: Jump-Rope Genius

To achieve this Power Moon, you need to complete a total of 100 jumps using the same rope skipping technique.

The rope speeds up until the 50th jump. After that, the speed remains constant.

At high speed, only lightly tap the jump button. Jumps that are too high take too long and throw you off your rhythm.

Don’t just focus on the rope, but also on the women’s shouts. Their short signal serves as a good, steady rhythm for your jumps.

The Power Moon is unlocked after the 100th jump.


31: Remotely Captured Car

West of the main access checkpoint, a New Donker is driving a small RC car.

Throw Cappy at the remote-controlled man to capture him. Now you can move the model car yourself.

Carefully steer the RC car through the opening in the metal cage. The Power Moon is inside.

As soon as the car touches the moon, it is credited to Mario. At the same time, access to professional RC car racing opens.


32: RC Car Pro!

After you have collected Power Moon 31, you may enter the building directly next to the RC car course.

Once inside, take control of the New Donker again using the remote control. To unlock the Power Moon, you must complete three full laps in under 35 seconds.

Keep the accelerator pedal pressed down and steer only with small movements. Large steering movements will quickly cause the car to crash into the barrier.

Take the corners as tightly as possible without touching the walls. Every collision costs valuable time.

If you complete the rounds in under the required time, you will receive the Power Moon.


33: Taking Notes: In the Private Room

From the main street, go through the open door on the east side of the Crazy Cap building block. Inside you will find a glowing treble clef.

Touch the symbol to make the first musical notes appear. Follow their arrangement through the room and collect them as continuously as possible.

The note hunt consists of several sections. Some notes are located in three-dimensional space, others you can reach via the green tubes in the two-dimensional areas on the walls.

After each complete set of notes, the next group appears. Therefore, after collecting them, immediately pay attention to where the following notes will appear.

If you collect all the musical notes in time, the Power Moon will appear in the middle of the room.


34: City Hall Lost & Found

Travel to the heliport and enter the interior of the town hall via the entrance at this level.

Work your way up through the building, just like you did when hunting the Mechawiggler. In the upper area, you’ll reach several yellow and black striped poles.

First, climb up the left-hand bar. Above you are more bars that you can reach with a jump or wall jump.

Keep to the left and follow the upper bars to a hidden platform.

There’s a treasure chest there. Throw Cappy at it to open it and get the Power Moon.


35: Sewer Treasure

Go to the large manhole cover south of the street café. Capture the cover, push it to the side, and descend into the sewer again.

Follow the familiar path towards the underground power plant until you reach the last large, vertically rotating platform before the green tube.

Jump onto the platform and wait until it carries you to its highest point. Turn the camera towards the path you came from.

There’s a hidden alcove above the normal route. Jump from the rotating platform onto the ledge at the right moment.

That’s where the Power Moon is located.


36: Celebrating in the Streets!

You can collect this Power Moon during the New Donk City Festival. If you’ve already completed the festival, enter the ballroom in the town hall and speak to the New Donker to the left of the stage. This will allow you to replay that section.

Follow the two-dimensional obstacle course until Mario is running upside down on the ceiling and burning barrels are flying towards him.

In the middle of this section are four question mark blocks. Jump onto the row and then jump upwards again, or through the inverted ceiling.

This will reveal two invisible blocks. Use them as a step and enter the hidden green pipe.

The tube leads to a secret room where the Power Moon awaits you.


37: Pushing Through the Crowd

North of the street cafe is the entrance to a building, inside which a large crowd of people is walking through a narrow passage.

Throw Cappy at the lever on the left wall. A Power Moon will then appear briefly at the other end of the room.

Start running immediately and jump over the heads of the New Donkers. By repeatedly jumping, you can move forward above the crowd.

Use a dive or long jump when there’s an open space. If you reach the end of the corridor in time, you can collect the Power Moon.


38: High Over the Crowd

This Power Moon is located in the same building as the previous moon.

Work your way through the crowd to the large door at the back of the room. There’s a green awning above the door.

Jump onto the awning and use it as a trampoline. This will allow you to reach the high metal platforms on the wall.

From there, you swing across three horizontal bars in succession. Keep the left stick pointing towards the next bar.

After the last pole, you land on a hidden platform with the Power Moon.


39: Rewiring the Neighborhood

In the purple section of the Crazy Cap shop, buy the construction worker helmet and the matching construction worker outfit. Put on both items of clothing.

West of the town hall, a construction foreman guards the entrance to a building. He lets you in, wearing full construction worker’s clothing.

In the bonus area, you primarily move as an electric sphere through a network of power lines. Jump out of the lines at the designated points using ZL and use the next power poles.

In the rear area, a total of five moon-shaped pieces are distributed around a square network of pipes.

Drive through the individual pipes and avoid the circling fuzzies. If necessary, wait for a gap before crossing the next section.

Once you have collected all five Moon Shards, they will combine to form the Power Moon.


40: Off the Beaten Wire

This Power Moon is located in the same bonus area as the previous moon.

Start by using the first power line and pay attention to the tall building over whose roof the line runs.

Press ZL while driving to leave the power line and land on the roof.

Then drop down to the lower part of the building. There are several wooden crates there.

One of the crates is sparkling conspicuously. Destroy it with Cappy or a ground pound attack to reveal the hidden Power Moon.

You can then return to the power line and continue the bonus area as normal.