Skip to content
Walkthrough & guides

Snow Kingdom – Power Moons 38–55 (Moon Rock)

Super Mario Odyssey guide hub

After completing the main story, you can activate the Moon Rock in the Polar Region. This will reveal 18 additional Power Moons that could not be collected before.

38: Shining on High

This power moon is hovering high above the ground in close proximity to the Odyssey.

First, jump onto the roof of the airship. You can reach even higher using the large balloon or the elevated sections of the Odyssey.

Aim Mario at the free-floating Power Moon and perform a long jump.

If the jump isn’t quite long enough, throw Cappy forward and then perform a diving jump to reach the hat.


39: Above the Freezing Fishing Pond

Travel to the checkpoint Corner in the Frozen Sea and head south to the small fish pond.

The power moon hovers above a narrow, snow-covered ledge at the edge of the pond.

Climb over the snowdrifts to the higher side of the rock and jump from there onto the narrow ridge.

Carefully walk to the base of the Power Moon and collect it with a normal jump or backflip.


40: Ice Floe Swimming

This powerful moon is located in the same area as the previous moon.

Jump into the fishpond and capture a Cheep Cheep. This will allow you to stay in the icy water longer without losing health.

Dive down to the bottom of the pond and look for an elongated underwater opening in the rock face.

Swim into the narrow tunnel. At the end of the small underwater cave, you’ll find the Power Moon along with several coins.


41: Icy Jump Challenge

Go to the Shivering Hollow settlement and re-enter the Wind Cave behind the rear left door of the assembly room.

Follow the path until you reach the section where two Ty-foos are pushing a large wooden block back and forth between them.

The Power Moon hovers high above the track of the moving block.

Jump onto the wooden block and wait until it’s roughly under the moon. Then perform a backflip.

If necessary, throw Cappy upwards at the highest point of the jump. This way you can reach the Power Moon before the block is pushed back to the other side.


42: Forgotten in the Holding Room

Jump into the access point to the snowflake slope in the center of the Shiveria Town.

Enter the waiting room on the left, where you found the trembling athlete ready for the first race.

Go up the stairs and then turn left. In the back room there are several tall stacks of wooden crates.

One of the upper crates is sparkling conspicuously. First destroy the crates below it so that the glowing wooden crate falls down.

Smash this crate with Cappy or a ground pound attack. The Power Moon is inside.


43: It Popped Out of the Ice

Travel to the checkpoint Above the Ice Fountain.

Near the flag are several tall blocks of ice. One of the blocks has ledges on its side that Mario can climb onto.

Climb to the top and jump from there onto the ice block to the east.

A spot on its upper surface sparkles in the ice.

Perform a ground pound attack right there to make the Power Moon jump out of the ice.

Alternatively, you can capture an Ty-foo and have him carry you directly to the correct ice block.


44: Deep in the Cold, Cold Water

Travel to the checkpoint Corner in the Frozen Sea. To the west, or left, of the flag is a particularly deep pool of water.

Capture a Cheep Cheep and dive to the bottom of the pool.

You’ll see a glowing spot on the ground. Exit the Cheep Cheep directly above it and then perform a ground pound.

The power moon emerges from the ground.

It’s best to immediately capture another Cheep Cheep after that, so that Mario doesn’t lose too much life energy in the icy water on the way back.


45: Water Pooling in the Crevasse

Go to the Shivering Hollow settlement and enter the Ice Wall obstacle cave behind the front right door.

Follow the normal path through the deep crevice. In the back of the area, you will reach a spot where several coins are arranged in a square above the water.

Jump into the small pool of water on the right.

There is a glowing spot on the bottom below the water’s surface. Dive down and perform a ground pound there.

This causes the Power Moon to appear.


46: Squirming Under Ice

Re-enter the area of ​​the snow-covered mountain behind the front left door of the Shiveria Town.

Work your way up to the summit where you previously fought Rango.

After the lunar cube is activated, a small elevation moves back and forth beneath the ice surface.

Throw Cappy at the mound to stun it for a short moment.

Immediately perform a ground pound attack on the stationary spot. The Power Moon will then jump out of the ice.


47: Snow Kingdom Timer Challenge 3

Travel to the checkpoint Corner in the frozen sea and capture a Cheep Cheep in the water.

There’s a blue P-switch nearby on the bottom of the pool. Swim to the switch with the Cheep Cheep.

Then, a power moon appears briefly on the opposite side of the water.

Start swimming immediately and use the Cheep Cheep’s high speed. A snow-covered headland lies directly in your path.

Jump out of the water with the Cheep Cheep and hop across the narrow patch of snow. Dive back in on the other side and swim directly to the Power Moon.

Alternatively, you can activate the switch as Mario and run through the water by repeatedly jumping. However, the task is significantly easier with the Cheep Cheep.


48: Stacked-Up Ice Climb

Enter the Icicle Cave behind the rear right door in the Shiveria Town.

Capture the first Goomba and then jump on all the other Goombas you find along the way.

You need a tower of at least ten Goombas to activate the switch at the end of the cave.

Carefully guide the Goomba tower across the icy paths, avoiding the falling icicles. If you lose some Goombas, you can return to a previous section. The enemies will reappear after a short time.

At the end of the cave there is an orange switch with a Goomba symbol and the number 10.

Stand on the switch with the entire tower. The Power Moon will appear high above the Goomba Tower and can be collected with a jump.


49: I Met a Snow Cheep Cheep!

West of the checkpoint above the ice fountain, a visitor from the Cap Kingdom is waiting next to a very small pool of water.

He really wants to get a close look at a Cheep Cheep.

Capture a Cheep Cheep in one of the larger pools of water in Snow Kingdom and swim to the nearest shoreline.

Jump out of the water with the fish and quickly hop across the snow. Cheep-Cheeps can only survive out of water for a short time.

Move with repeated jumps until you reach the small pool next to the visitor and land in it.

Once the Cheep Cheep is in the pool, the enthusiastic Cap Kingdom resident will present you with the Power Moon.


50: Even More Walking on Ice!

Return to the red door at the checkpoint Corner in the frozen sea.

Speak to the Koopa again and participate in a more difficult round of the Ice Line minigame.

The shape of the triangle is identical to the first task. This time, however, you must achieve at least 90 points.

Memorize the three corner points carefully before the line disappears.

Walk along each side as straight as possible, only changing direction just before reaching the corner. Move the left stick carefully, as Mario will slide a short distance across the ice after you release it.

Avoid jumping, rolling, and quick changes of direction. A clean, consistent line is more important than speed.


51: Snow Kingdom Master Cup

Return to the Koopa in the northwestern part of Snow Kingdom. After winning the standard race, you can compete against the experts.

The target is once again located on the elevated platform near the Odyssey.

Jump into the water immediately after the start and capture a Cheep Cheep as early as possible. Swim the same short route around the large land area as in the standard race.

Leave the fish near the wooden stake below the Odyssey. Pull the stake out of the ground with Cappy and use the resulting whirlwind.

An Ty-foo is waiting on the upper level. The golden Koopa stops briefly in front of it, waiting for a break in the gusts of wind.

Instead, keep moving and use long jumps to quickly get past your opponent. If the wind catches you, you can correct your flight with Cappy and a diving headfirst dive.

If you touch the finish flag in front of the golden Koopa, you will receive the Power Moon.


52: Iceburn Circuit Class A

Travel to the checkpoint Eck in the frozen sea. Where the lunar cube previously stood, a door has become visible after its destruction.

Enter the door and follow the path to the snowdrift slope.

Go to the waiting room and capture the trembling athlete. Then speak to the race director to participate in Class A.

On this track you not only jump over the ground, but also on slanted walls and over steep curves.

Press the jump button as precisely as possible upon contact with the ground or a wall. A perfectly timed jump will increase your speed.

Try to take the turns tightly. However, don’t jump automatically at every point: On particularly steep surfaces, an additional jump can send the shivering athlete flying too high or in the wrong direction.

Land in first place to receive the Power Moon.


53: Iceburn Circuit Class S

This Power Moon will be won on the same snowdrift slope as Moon number 52.

After your victory in Class A, speak to the race director again and choose the more difficult Class S.

The track remains unchanged, but the opposing shivering athletes are moving significantly faster.

Focus on maintaining a consistent rhythm. Perfect jumps upon ground contact increase your speed, while pushing off too early or too late will slow you down significantly.

On straight sections, you should jump on every contact. On steep inclines and tight turns, however, it can be faster to let the athlete roll briefly and only jump again on a more favorable surface.

Take the inside turns and try to jump as flat as possible. High jumps look spectacular, but cost valuable time.

If you also win the Class S race, you will receive the Power Moon.


54: Running the Flower Road

Travel to the checkpoint Above the Ice Fountain. On a snowy hill northeast of the flag is a grey moon tube.

The bonus area consists of narrow flower paths above a sea of ​​poison.

Throw Cappy at the first scarecrow. This will briefly create a walkable flower path. Cappy will remain at the scarecrow, so you cannot use cap jumps during this section.

Start running immediately, avoiding the snakes on the path. Don’t stop, as the flowers will disappear again after a short time.

At the end of the first path, you’ll get Cappy back. Throw him at the next scarecrow to activate the following flower path.

In the back area, you’ll be bombarded by large Bullet Bills. Avoid waiting on the platforms; instead, jump over the projectiles or run underneath them.

Follow the flower paths that appear one after the other until you reach the last safe platform. The Power Moon awaits you there.


55: Looking Back on the Flower Road

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

Follow the flower paths to the section with the large Bullet Bill cannons.

First, pass through the initial launching chute and work your way to the next flower path. After you’ve also overcome the second Bullet Bill, don’t immediately head towards the exit.

Switch to the side or left flower path and turn around.

From here you can see a hidden platform with the Power Moon behind the first launch chute.

Run back along the flower path and jump behind the cannon. You must hurry, as the path disappears again after a short time.

After collecting the hidden moon, return to the normal route via the flower paths.