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Walkthrough & guides

Bowser’s Kingdom – Power Moons 46–60 (Moon Rock)

Super Mario Odyssey guide hub

After defeating Bowser, you can activate the Moon Rock in Bowser’s Kingdom. It’s located on the north side of the large wall in the main courtyard, right next to the clue art. Activating it will reveal 17 additional Power Moons.

46: Behind the Tall Wall: Poke, Poke!

Travel to the Outer Courtyard Fast Travel Point – Back and go to the large gate at the end of the area.

Jump across the low roof to the higher parts of the building and follow them to the southwest corner. Below the roof is the platform with the single Pokio, which you have already visited for other Power Moons.

Capture the bird and climb back onto the roof with its beak.

Now move across the rooftops to the opposite, or eastern, side of the great wall.

On the outside, there is a small, gold-rimmed hole in the white plaster wall.

Carefully lower yourself down the wall and insert the bird’s beak into the hole.

The Power Moon is then hurled out of the wall.


47: From Crates in the Moat

Travel to the Main Courtyard checkpoint and walk through the archway towards the large inner courtyard.

Jump into the right-hand or eastern pool.

Dive down to the bottom of the trench. There you’ll find several wooden crates against the wall.

Destroy the crates one after the other with Cappy, a ground pound, or a dive attack.

The Power Moon is hidden in one of the boxes at the back.

If your oxygen runs low, you swim briefly to the surface and then dive back down.


48: Caught on the Giant Horn

Travel to the checkpoint Arena of Decision.

View from the flag looking southwest. Below the arena is the large green fortress roof, on the sides of which are attached two enormous golden horns.

Drop down onto the roof and go to the horn on the right-hand side when facing the building from the arena.

Throw Cappy onto the top of the golden horn and hold down the throw button.

Cappy spins around the horn for a few seconds.

The trapped Power Moon is then ejected.


49: Inside a Block at the Gate

Travel to the Main Courtyard checkpoint and capture a Pokio.

Cross the small platforms in the right-hand pool and climb up the white wall. A stingray awaits you on the first level.

Then go up one more floor. There, a cannon regularly rolls explosive Bowser bombs across the roof.

Let a bomb walk past you and hit it back with the beak of the bird.

Aim the bomb at the heavy metal blocks below the archway near the checkpoint.

One of the blocks sparkles conspicuously. If the bomb hits it, it will be destroyed and the Power Moon will be revealed.


50: Small Bird in Bowser’s Castle

Return to the Odyssey and run through the first large gate.

Immediately afterwards, keep to the right and jump onto the low green roof. From there, climb onto the higher roof surface.

Follow the roof to the western end. There you’ll find a small group of birds.

One of the birds shines brightly and carries the Power Moon.

Approach slowly so the animals don’t fly away too soon. As soon as the glowing bird is within Cappy’s range, throw the cap at it.

If he hits the target, he drops the Power Moon.

If the bird flies away beforehand, move away a bit or turn the camera away from the roof. After a short time, it will reappear in its original position.


51: Invader in Bowser’s Castle

Travel to the checkpoint Main Courtyard – Entrance.

A large purple UFO-like enemy now hovers on the right side of the two former Broodal arenas.

As soon as you approach, the troublemaker throws several Goombas onto the platform.

Capture a Goomba and jump on the remaining enemies to create the tallest possible Goomba tower.

Move the tower below the UFO enemies. Exit the capture with ZL once the tower is high enough.

Mario jumps out of the top Goomba and lands on the opponent’s head.

After being hit, the UFO flies through the arena, dropping more Goombas and spiked balls.

Build another sufficiently high tower and jump on your opponent a second time.

After the second hit, the troublemaker is defeated and the Power Moon appears.


52: Jumping from Flag to Flag

Travel to the Main Courtyard – Entrance checkpoint and turn around.

Head southwest to the edge of the island. To the left of the building, a long line of flagpoles leads across the precipice.

Jump to the first flagpole. Mario will automatically start spinning around the pole.

Press the jump button whenever Mario points towards the next flag. Position the camera as sideways as possible so you can better judge the distances.

A golden key floats at the end of the line of flags.

Touch the key. The Power Moon will then appear on the platform at the beginning of the obstacle.

Now jump back over all the flagpoles.

The return is a bit more difficult because the perspective changes. Before each jump, rotate the camera so that the next flag is clearly visible.

Back on the starting platform, you can collect the Power Moon.


53: Bowser’s Kingdom Timer Challenge 2

Travel to the checkpoint Under the Keep and turn south.

On the green roof to the left below the flag stands a scarecrow.

Throw Cappy at the scarecrow. This will cause a golden key to appear on a small green platform below the roof.

Jump off the roof immediately and steer Mario onto the round platform.

Touch the key. The Power Moon will then reappear near the scarecrow.

From the small platform, perform a long jump towards the building.

Make sure to land as flat as possible on the roof. If Mario hits the ground from too great a height, he will lose valuable time.

Run the last few meters to the Power Moon before the time limit expires.


54: Taking Notes: On the Wall

Travel to the Outer Courtyard – Back Fast Travel Point and go to the northern end of the area.

Jump over the low roof onto the higher roof surfaces and follow them to the southwest corner.

Below the roof is a platform with a Pokio and a colored treble clef.

First, capture the pie and then touch the treble clef.

The musical notes appear on the white wall surfaces.

First, stick your beak into the wall on the right side and climb up as quickly as possible.

Move along the top edge to the left and then let yourself fall back down the wall. This way you can collect the notes in one continuous motion.

Be careful not to leave your beak in one spot for too long.

If you touch all the musical notes in time, the Power Moon will appear on the roof.


55: Taking Notes with a Spinning Throw

Travel to the Main Courtyard – Entrance checkpoint and go up the stairs.

A colored treble clef floats on the left side of the former Broodal Arena.

Touch it. Several circular groups of musical notes will then appear one after the other.

Position yourself approximately in the middle of the musical note formation and use a spinning throw.

To do this, rotate the left stick a full circle and then throw Cappy. Alternatively, you can use the corresponding motion controls.

Cappy flies in a circle around Mario, collecting several music notes at once.

While Cappy is on his way, you’re already walking to the next group of notes.

A total of three consecutive formations will appear. If you collect all the notes in time, the Power Moon will appear.


56: Third Courtyard Outskirts

Travel to the checkpoint Outer Courtyard – Front and capture the Pokio.

Climb up the tall white wall in the southwest corner. There’s a power pole on the roof.

The power line leads back to the rear part of the courtyard.

Capture the power pole and observe the gold coins during the ride. Shortly before reaching your destination, a row of coins rises noticeably upwards.

At this point, repeatedly press the action button or shake the controller.

As a result, Mario briefly leaves the normal trajectory of the energy ball and jumps upwards along the row of coins.

At the very top floats the Power Moon, which you automatically collect during the electric ride.

If you miss the right moment, you can use the power pole at the other end again.


57: Stone Wall Circuit

Travel to the Main Courtyard checkpoint and climb the grand staircase.

Turn right at the top and walk past the Spinies. Behind them is a power pole that is initially easy to miss.

Capture the power pole. The line runs in a large square circuit around a high stone wall.

A golden key floats in the center of the circle.

First, stay in the power line and drive over the top side of the square.

Once you are directly above the key, you leave the power line with ZL.

Hold onto the stone wall and slide down in a controlled manner until you touch the key.

Immediately afterwards, throw Cappy at one of the power poles at the bottom before Mario falls into the abyss.

The key makes the Power Moon appear at the starting point.

Follow the power line back to the middle farm and collect it there.


58: Bowser’s Kingdom Master Cup

Return to the Koopa at the Under the Keep checkpoint.

After you have won the standard race and activated the Moon Rock, you can compete against the experts.

The destination is once again the Odyssey.

Start the race with a roll and perform several long jumps in succession on the flat roofs.

Jump directly from one roof to the next whenever possible, instead of following the entire staircases and paths. This can save you a lot of time, especially in the first part of the race.

Use the power poles once you reach the separated islands.

Hold down the run button just before the end of each power line so that Mario continues rolling immediately after landing.

On the last section of the fortress, you cut across more curves over the rooftops and jump directly towards the entrance gate.

If you reach the finish flag in the Odyssey before the golden Koopa, you will receive the Power Moon.


59: Searching Hexagon Tower

Travel to the Main Courtyard checkpoint and jump over the low eastern part of the building onto the large green roof.

Run west along the roof. There’s a cap launcher at the far end.

Throw Cappy at the slingshot. Mario will be launched to a remote building northwest of the main courtyard.

Enter the grey moon tube there.

In the bonus area, you’re standing at the top of a transparent hexagonal tower. Capture a Para Dry Bones and fly down into the tower.

You need to collect a total of five Moon Shards:

  • First, fly down the orange side of the tower. The first moon fragment is floating there.
  • Follow the tower to the left. The second fragment lies on the next ledge.
  • Continue flying counter-clockwise to the next page. The third moon piece is located there.
  • Look for the green side of the tower with an opening at the bottom. Fly through the narrow tunnel without touching the poison. The fourth fragment is inside.
  • The last moon piece is also located on a green page. Fly below the brick wall into the hidden passage.

Large rocks are constantly falling from inside the tower. Stay as close to the outer walls as possible and observe their trajectories.

Once you have collected all five Moon Shards, the Power Moon will assemble itself on the top platform.


60: Center of Hexagon Tower

This power moon is located in the same hexagonal tower as moon number 59.

Capture a Para-Bone Dry and fly to the green outer side of the tower, where several golden coin rings lead downwards.

Follow the coin rings almost to the lowest point.

Beneath a small protruding platform is a narrow tunnel leading to the center of the tower.

Fly under the overhang and follow the tunnel. A golden key is floating at the very end.

Touch the key. This will cause another Power Moon to appear on the launching platform at the top of the tower.

Turn around and fly upwards with the Para-Bone Dry.

Once again, dodge the falling rocks. You can collect the unlocked Power Moon on the top platform.


61: Climb the Wooden Tower

Travel to the Main Courtyard checkpoint and jump over the low eastern part of the building onto the large green roof.

This time, head to the eastern end of the roof. There you’ll find another hat launcher.

Use them to reach the remote building southeast of the main courtyard.

Enter the grey moon tube.

In the bonus area, a tall tower made of wooden scaffolding, white plaster walls, and rotating columns awaits.

Capture the first bird and stick your beak into the white areas.

Pull the left stick away from the wall and release it to launch yourself to the next level.

Some wall elements rotate constantly. Wait until a white surface is facing you, and only then insert your beak.

Avoid the stingers and defeat other prickly creatures with a beak thrust if necessary.

In the upper section, several narrow columns rotate independently of each other. Don’t stay in one place longer than necessary.

Work your way up to the highest platform of the wooden scaffolding. The Power Moon awaits you there.


62: Poke the Wooden Tower

This Power Moon is located in the same wooden scaffold bonus area as Moon Number 61.

Capture the first Pokio and turn the camera towards the back of the tall tower.

Below your starting position you can see several wooden crates blocking an entrance in the first large wall.

Carefully lower yourself down the outside and place your beak on a white surface.

Flick yourself down to the wooden crates, step by step.

Destroy the boxes with the Pokio’s beak.

Behind them is a hidden room containing the Power Moon.

After collecting it, you can capture another Pokio and climb back to the normal route via the white wall surfaces.