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Walkthrough & guides

Moon Kingdom – Power Moons 28–38 (Moon Rock)

Super Mario Odyssey guide hub

After completing the main story, you can activate the Moon Rock in the Moon Kingdom. It is located east of the Bell Plateau checkpoint. Activating it will spawn eleven additional Power Moons.

28: Mysterious Flying Object

Go to the back of the wedding cathedral and head in a northeasterly direction.

Near the cliff, a tiny, glowing blue flying object hovers close to the ground. If you approach it too quickly, it flies away.

Therefore, approach the flying object very slowly. Observe the small blue antenna or eye on its upper surface.

Wait until it’s looking in a different direction, and throw Cappy at the flying object once you’re close enough.

If it hits, it drops the Power Moon.

Should the flying object escape, take a few steps away and turn the camera away from its position. When you look back, it will reappear and you can make another attempt.


29: Hidden on the Side of the Cliff

Travel to the Bell Plateau checkpoint and follow the path towards the Wedding Cathedral.

Go to the northwestern edge of the platform and carefully look over the cliff.

The Sphinx sits below the path. The Power Moon hovers on the rock face slightly above its head.

The easiest way is to drop directly onto the moon from the upper level. Position Mario precisely before jumping and hold the left stick towards the wall during the fall.

If you miss the moon, you can also reach it from below.

To do this, jump onto the head of the Sphinx, perform a backflip, and then jump off the rock face.

Thanks to the low gravity, a wall jump is sufficient to reach the Power Moon.


30: Jumping High as a Frog

Go to the back of the wedding cathedral. There you’ll find a frog sitting on the moon’s surface.

Capture the frog and hop south with it. Use the small craters and rocky ledges to get back to the main lunar surface.

Then head to the far eastern part of the country. There you will find a small platform, somewhat separated from the main area.

The Power Moon hovers high above this platform.

A regular frog jump isn’t enough. Stand roughly under the moon and shake the controller to perform the extra-high frog jump.

Keep the stick slightly pointed towards the Power Moon during the jump.

If correctly aligned, the frog jumps directly through the moon.


31: Moon Kingdom Timer Challenge 2

Travel to the Bell Plateau checkpoint.

Follow the narrow bridge southwards. There’s a scarecrow at the other end.

Throw Cappy at the scarecrow. This will cause three slanted platforms to appear above the chasm for a short time.

Immediately perform a long jump to the first platform.

Then, without pausing for long, jump across the two remaining surfaces. Due to the low gravity, Mario stays in the air for a particularly long time, allowing you to easily correct his direction during the jump.

Don’t stand on the platforms. They disappear after a short time, causing Mario to fall into the abyss.

The Power Moon floats on the last platform.

Since Cappy stays with the scarecrow during the task, you cannot use cap jumps. Normal jumps and long jumps are sufficient, however.


32: Walking on the Moon: Again!

Return to the Koopa near the large crater southeast of the Odyssey.

After you have scored at least 80 points in the first Koopa Arrow Run, you can start a more difficult round.

The Koopa will briefly show you another large circle on the moon’s surface. This time, you must follow the path much more precisely and score at least 90 points.

Pay particular attention to the places where the line passes by the craters and the small moon rocks.

Move the left stick only slightly to make Mario walk slowly and in a controlled manner. You can also crouch and continue walking in a crouched position to trace the course even more precisely.

Use the prominent ground features as a guide and change direction as smoothly as possible. Corners or abrupt movements will worsen the assessment.

If you achieve at least 90 points, you will receive the Power Moon.


33: Moon Kingdom Master Cup

Return to the Koopa in front of the Wedding Cathedral. After your victory in the standard race, you can now compete against the experts.

The destination is once again located on the high rock behind the Odyssey.

Start the race with a roll and several long jumps. Do not run the entire length of the red carpet.

At the first notch in the path, jump diagonally to the left onto the lower-lying lunar surface.

In the first large crater lies a rocket flower. Throw Cappy at it and use the speed boost to jump across the broken bridge to the next large area.

You’ll find more rocket flowers on the right. Activate one of them and then stay as far to the right edge of the map as possible.

There’s an additional rocket flower along the way that you can use to extend your speed boost.

At the foot of the high rock, you jump onto the first ledge with a backflip or a stomp jump.

Run into the narrow niche and perform several wall jumps there.

Turn Mario towards the finish flag during the last wall jump and complement the jump with a cap throw and a diving dive.

If you reach the summit before the golden Koopa, you will receive the Power Moon.


34: Taking Notes: In Low Gravity

Return to the two-dimensional section west of the Odyssey where you found Power Moon Number 2.

Drop down to the lower platform at the western cliff and enter the green tube.

Follow the normal path through the 2D area until you reach the spot where the previous Power Moon was located.

From there, jump to the upper right onto the tall boulder that is almost outside the visible screen.

A colored treble clef now floats on the block.

Touch the symbol. Several musical notes will then appear on the surrounding rocks and platforms.

Take advantage of the low gravity and perform long, controlled jumps. Mario falls significantly slower than in typical 2D environments, allowing you to correct his trajectory mid-jump.

Pay attention to the fuzzys and, if necessary, wait briefly until a gap opens up in their movement.

If you collect all the notes in time, the Power Moon will appear.


35: Center of the Galaxy

Go to the high rock east of the Odyssey.

On its back is a closed flower. Throw Cappy at it and jump on its center to launch yourself to the upper level.

A grey lunar tube appeared at the summit after the activation of the lunar cube.

Enter it and you will find yourself in a two-dimensional bonus area consisting of numerous small planets.

Each planet has its own gravity. Mario therefore automatically runs around the surface of the celestial body.

If you jump near another planet, Mario will be attracted by its gravity.

Work your way through the area, planet by planet. Some celestial bodies move in fixed orbits, so you need to time your jump carefully.

In the large circular section, you will eventually reach the vicinity of the center of the galaxy.

Use the gravity of the small planets to make Mario fall into the center of the area.

The Power Moon hovers there.


36: Edge of the Galaxy

This power moon is located in the same galaxy bonus area as moon number 35.

First, follow the normal path until you reach the large circular section with a Koopa and a lava ring.

Jump onto the high, narrow white edge at the top of the lava area.

Walk along the edge until you can see two additional planets above the normal path.

Take a running start and jump towards the two celestial bodies.

As soon as Mario enters their gravitational field, he is attracted to a planet and begins to fall around it.

Jump to the second planet at the right moment.

The Power Moon hovers precisely between the two orbiting celestial bodies.

Let the changing gravity carry you across the moon, then return to the large main planet.


37: Navigating Giant Swings

Head to the high rock southwest of the Odyssey. The finish line for the Koopa races is also located on this plateau.

After the activation of the lunar cube, another grey lunar tube appeared there.

In the bonus area you have to overcome a long course made up of large blue swings and yellow platforms.

Wait at the first swing until it gets close to your platform, then jump onto its center.

Avoid running right up to the edge while moving. The platform swings violently and can easily throw Mario into the abyss.

Jump from the swing to the platform with the first cosmic octopus. Dodge its projectiles or eliminate the enemy with Cappy.

Two more swings and several narrow yellow columns follow.

Wait until the next swing is moving towards your current position. If you jump too early, Mario will often fly under the platform.

In the last part of the course, you have to cross three swings in a row.

Use the last cosmic octopus or its platform as an intermediate stop and then jump onto the final golden platform.

The Power Moon awaits there.


38: A Swing on Top of a Swing

This Power Moon is located in the same giant swing course as Moon number 37.

Follow the normal path until you have passed the second cosmic octopus.

Shortly after, you will reach a large blue swing that swings horizontally back and forth.

Jump to the middle of the platform and stay there for a while.

Above this swing moves a second blue platform, which is barely visible from the normal path.

Wait until the lower swing swings upwards. Perform a backflip at the right moment.

The upper platform should catch Mario during the jump from below.

Stay roughly in the middle of the second swing as well and wait until it reaches its highest position.

Then jump onto the small golden platform next to it.

The hidden Power Moon is floating there.

After collecting the items, you can drop back onto the lower swing and continue the course normally until Power Moon number 37.