Before you can reach this land, you must defeat Bowser in the grand finale and have used a total of at least 500 Power Moons in the Odyssey.
The Dark Side is the final major challenge in Super Mario Odyssey. There are no regional coins or individual Power Moons to be found here. Instead, you’ll face an extremely long obstacle course with only one Multi Moon at the end.
Prepare well. Ideally, buy a Power Heart in another country for 50 gold coins so that Mario starts with six power points.
There are no checkpoints during the test. If you fall into a chasm or lose all your power points, you have to start all over again.
Multi Moon 1–3: The End of a Long Journey
Upon your arrival, you first walk past the numerous inhabitants of the various countries. They cheer on Mario and wish him good luck for his final challenge.
Follow the path to the small pool of water and capture one of the two frogs.
Jump with the frog across the high, partially moving platforms. The low gravity will keep you in the air for a particularly long time. Therefore, aim the frog for the next platform early on.
Work your way up to the green pipe. The real test begins behind it.
Section 1: Goomba Tower vs. the UBO
Capture a Goomba immediately upon entering the area.
Jump onto the remaining Goombas and build the tallest tower possible. On the right side, you’ll find enough enemies to stack approximately ten Goombas on top of each other.
A UBO with several rotating blades hovers above the area.
Stand near the stairs with the tower and wait until the UBO flies over Mario.
Exit the Goomba capture at the highest point and jump onto the top of the UBO.
After the first hit, you will be moved back to the middle area.
Capture another Goomba and form a second tall tower on the left side. Dodge the blades and jump onto the UBO again.
After the second hit, the opponent is defeated and leaves behind a Power Heart. Be sure to collect it to replenish your health to six points.
Section 2: Sinking Columns and Rods
Climb over the rock steps to the large lava pool.
In front of you are several tall pillars that regularly sink into the lava.
Jump to the first pillar and shimmy to the right. Avoid standing on its top if possible, as it will pull you directly into the lava when you fall.
You can use wall jumps between some of the pillars and the metal grates.
Follow the golden coins and work your way quickly to the red bars.
The poles also regularly sink into the lava. Wait at a secure pole until the next obstacles are just rising again.
Then, without pausing, swing from one bar to the next.
You don’t need to precisely align Mario before jumping. Press the jump button in a steady rhythm and gently steer him towards the nearest pole during flight.
Section 3: Movable platforms above the lava
After the poles, you will reach several metal platforms with Bowser symbols.
The platforms move quickly across the lava and partially disappear beneath the surface.
First observe their rhythm and only jump when the next surface is moving towards Mario.
The golden coin rings show you the intended route.
Use long jumps and don’t linger unnecessarily on platforms. Some surfaces move so fast that Mario would otherwise be carried off them.
Finally, you reach a safe platform with a lava bub.
Section 4: Lava Bubbles and Spike Traps
Capture the lava blob and jump into the first small lava pool.
Large spike traps move back and forth between the pools.
Wait until the spikes have left the next pool. Then hold down the run and jump buttons and aim the lava bubble precisely at the open opening.
Do not jump on normal ground surfaces. The lava bubble will immediately lose its energy there, and Mario will fall into the lava.
At a fork in the path, use the pool directly in front of you. The path on the right only leads to some coins.
After the last small pool, you reach a larger lava platform.
Before you jump into the cannon, you can collect a normal heart on the right-hand side.
Then use the cannon to be launched into the next section.
Section 5: With the mistletoe facing upwards
Destroy the flowerpot with Cappy and capture the mistletoe sitting in it.
Stretch out your legs to reach the higher platforms.
Several blocks will move sideways out from the walls. Stand under one of these platforms and fully extend your limbs. This will lift the block above, clearing the way.
Small spiky enemies will appear on the platforms. Jump over them with outstretched legs or leave their level as quickly as possible.
At the metal grates, wait until the lower blocks move back into the wall.
Stand in the gap that has appeared and stretch the mistletoe upwards. As soon as the platform extends again, you can jump onto it.
Work your way in this manner until you reach the opening in the rock face.
Section 6: Ice-cold water
Push the blueroot into the small opening. This will create several levels in the water.
As soon as you jump into the water, Mario automatically leaves the capture.
The water is freezing cold and is constantly draining Mario’s strength points. Therefore, swim to the right without stopping.
Wait in the first protected area until the water level rises. Then jump into the higher pool.
When the water level drops again, immediately swim to the right and let Mario fall into the next depression.
As soon as the edge of the ice disappears from the screen, jump upwards and exit the water area on the right.
Section 7: Yoshi and the Flower Path
Destroy the Yoshi egg with Cappy and capture the hatched Yoshi.
A long conveyor belt moves vertically upwards in front of you. On both sides are surfaces where Yoshi can hold on with his tongue.
Stick your tongue out towards the right wall and hold down the action button.
Avoid using the left stick to move Yoshi while he’s climbing. This will prevent him from accidentally jumping off the wall.
Only switch to the left side if spiked chains or other obstacles block the right path.
Once you have passed both spiked chains, let the conveyor belt carry you to the upper platform.
Activate the P-Switch there. A narrow path of flowers will grow in front of Yoshi.
Don’t start running at full speed. Yoshi can run faster than the flowers appear in front of him.
Follow the path and jump over the stone blocks and ring beams. Do not attempt to fight the enemies.
For the three tall rows of blocks, use Yoshi’s flutter flight to reach the top level.
Just before the end, you can turn left towards the Sphynx.
She asks:
„Which country have I not yet visited?“
Choose as your answer:
Mushroom Kingdom
For the correct answer, you receive another Power Heart. This Power Heart will also reappear on subsequent attempts and is the last reliable healing option before the most difficult sections.
Then activate the next P switch and continue following the flower path.
Section 8: Without a cap at the block wall
Leave Yoshi and jump down through the golden coin rings.
A scarecrow hangs below a large metal block.
Throw Cappy at her. You can’t use the cap during this section.
The metal blocks move out of the walls and then back in at a fixed rhythm.
First, stand under the golden coin rings and wait until the two upper blocks have completely extended out of the wall.
Make several wall breaks between the columns.
Always wait for the next favorable rhythm on the fixed platforms. Don’t try to reach a block that’s already moving backwards at the last moment.
Work your way across the different rows of blocks until you reach the safe stone platform at the top.
Section 9: Gliding through the air currents
Capture the sailboat at the edge of the platform.
Go all the way to the front and only perform the glide right at the edge of the cliff.
Align yourself with the first rising air current.
You should steer the glider as little as possible between air currents. Every significant change of direction costs valuable altitude.
Mainly correct your flight direction within the updrafts.
Several small enemies fly around along the way. Only avoid them if doing so won’t compromise your altitude. With six health points, you can withstand a hit if necessary.
Cross all four air currents and land on the platform at the other end.
Section 10: Crossing the Lava with the Gourmets
Take the first morsel and align the camera precisely with the next fork.
Pull Mario back and then release.
Throw Cappy at the next treat just before he lands. This will prevent Mario from falling into the lava between the forks.
At the first fork in the road, the left path is usually easier to assess.
One of the forks moves sideways. Pull Mario back completely and wait until the moving fork is roughly at the same height.
Let go and capture them during the flight.
After one last long jump, you reach the safe platform with the green tube.
Immediately brake Mario after landing so he doesn’t run into the lava on the opposite side.
Section 11: Moving Platform and Spiked Enemies
Behind the green tube you will reach an automatically moving platform.
Numerous small enemies jump onto the platform from the sides. Additionally, several ring beams are positioned there.
Avoid hitting the ring beams with Cappy if possible. If they are activated, additional waves of fire will spread across the entire platform.
First, stand in a corner and eliminate the opponents with well-aimed cap throws.
If the platform changes direction, move to the opposite safe corner.
You can also make some enemies jump over the edge. To do this, briefly run towards them and then back away at the last moment.
Keep moving until the platform reaches its destination.
Jump onto the safe rocky surface and capture the bird waiting there.
Section 12: Pokio on the giant swings
Jump with the Pokio onto the first swinging board and stick its beak in.
Pull the bird back while the swing is moving.
Wait until the board swings to the right and points roughly towards the next platform.
Then let go and immediately insert your beak into the second board.
Avoid changing your flight direction after jumping. Excessive movement of the left stick can cause the Pokio to spin past the next platform.
Repeat the process for the third board.
Wait there until the platform has fully swung to the right. Then flick yourself to the vertical row of planks on the rock face.
Work your way up quickly. The remaining swings can hit the Pokio and throw him out of the wall.
There is a green tube at the top.
Section 13: 2D Duel against Donkey Kong
The green pipe takes Mario into a large two-dimensional section.
Donkey Kong throws barrels down the spiral track. Some of the barrels are on fire and must not be touched.
Run to the right and jump over the rolling obstacles.
The changing perspective can be confusing. Therefore, always orient yourself towards the direction Mario is currently looking.
Reach the yellow blocks below Donkey Kong.
Wait until Donkey Kong is standing on the ground, then jump from below against a yellow block.
If the shot is successful, it is launched upwards.
Repeat the attack a total of four times.
A passage then opens below the area. Jump in and enter the green pipe.
Section 14: As Bowser through the rockslide
Jump into the large Bowser painting.
Mario captures Bowser and automatically receives six power points for this section.
Destroy the rock walls with Bowser’s claws and run up the platforms.
Large boulders and spiked balls roll towards you from behind and from the sides.
Dodge them or destroy them with a claw attack.
In the middle section, you have to cross several small platforms. Stay as close to the center as possible and only jump when no ball is flying directly towards your landing spot.
The long corridor with its numerous stone blocks is particularly dangerous.
Only destroy a few blocks in front of Bowser, then turn around and smash the rolling ball behind him.
Repeat this process instead of simply running blindly through all the blocks.
In the last section, you initially keep slightly to the left of the center.
Destroy the remaining rocks and jump into the large opening at the end.
Section 15: The last power line
After landing, capture the power pole.
Follow the power line to the next section. Here you can no longer die from enemies or obstacles as long as you don’t accidentally leave the power line.
Drive completely through the cable route.
At the other end is a scarecrow. Throw Cappy at it.
Several platforms appear and form the message:
THANK YOU
Then enter the green tube.
The final ascent
You land back on the surface of the Darker Side.
In front of Mario stands a replica of the New Donk City Hall.
Capture one of the frogs in the water basin.
Jump across the moving platforms and work your way up the outside of the building.
Take your time and carefully execute each frog jump. The dangerous test is over, but a fall could still send you plummeting.
You leave the frog capture on the roof.
Then climb the long pole all the way to the top.
The last multimoon awaits there.
After collecting it, you’ll also receive the Invisibility Hat. When Mario wears this hat, his body becomes completely invisible. Only his shadow and Cappy during a hat throw remain visible.
Congratulations – you have mastered the most difficult regular challenge in Super Mario Odyssey!
