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Super Mario Odyssey eGuide
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Contents

  • A Kingdom Traveler’s Guide
    • Pack Your Bags!
    • Travel Cheat Sheet—Controls at a Glance
    • Control Schemes
    • Things, Places, and People to See
  • Cap Kingdom
    • Welcome to Bonneton
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Cascade Kingdom
    • Welcome to Fossil Falls
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Sand Kingdom
    • Welcome to Tostarena
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Lake Kingdom
    • Welcome to Lake Lamode
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Wooded Kingdom
    • Welcome to Steam Gardens
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Cloud Kingdom
    • Welcome to Nimbus Arena
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Lost Kingdom
    • Welcome to Forgotten Isle
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Metro Kingdom
    • Welcome to New Donk City
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Snow Kingdom
    • Welcome to Shiveria
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Seaside Kingdom
    • Welcome to Bubblaine
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Luncheon Kingdom
    • Welcome to Mount Volbono
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Ruined Kingdom
    • Welcome to Crumbleden
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Bowser’s Kingdom
    • Welcome to Bowser’s Castle
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Moon Kingdom
    • Welcome to Honeylune Ridge
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Mushroom Kingdom
    • Welcome to Peach’s Castle
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Archivist Toadette’s Achievements
    • Well-Played, Mario
  • Dark Side
    • Welcome to Rabbit Ridge
    • Mario’s Itinerary
    • Extend Your Stay
    • Power Moon Locations
  • Darker Side
    • Welcome to Culmina Crater
    • Mario’s Itinerary
    • Extend Your Stay
  • Mario’s Suitcase
    • Getting Dressed
    • Matching Outfits
    • Extra Hats
    • Extra Clothes
  • Souvenirs and Stickers
    • An Accomplished Traveler
    • Souvenirs for the Odyssey
    • Stickers
  • Odyssey Ecology
    • Exploring the World
    • Friendly Capture Targets
    • Unfriendly Capture Targets
    • Enemies
    • Bosses

Super Mario Odyssey Guide › A Kingdom Traveler’s Guide

Things, Places, and People to See

There are several kinds of currencies, collectibles, and pick-ups to watch out for, along with items of interest, landmarks, hazards, and helping hands to be found throughout the globe.

Hearts

Heart pick-ups replace one heart on Mario’s health gauge. They’ll often be found by bashing certain blocks, or ground pounding peculiar spots.
Much more valuable than a normal heart, this power-up increases Mario’s max health to six hearts! Get knocked back to three or fewer and the bonus ends. Life-Up Hearts are rarer in the environment than hearts, but can also be purchased in Crazy Cap’s shop. They can also be revealed by scanning the Princess Peach bridal amiibo!

Mario’s normal max health is three hearts, or health points. Taking a hit depletes one heart, and losing all hearts will K.O. Mario, while knocking some change out of his pockets where he gave up the ghost. Don’t worry, he’ll reappear from a nearby checkpoint or entrance, ten coins lighter. (If certain things were accomplished, like Power Moons or keys revealed, but not yet acquired, they’ll have to be uncovered again.)

Mario can survive terrifying falls no problem, if he lands on solid ground. He won’t even lose any hearts, but watch Mario shiver absorbing the impact! Fall into a deep pit, though, and he’ll be instantly K.O.’d, permanently losing 10 coins.

Assist Mode

With Assist Mode on, Mario’s max health is six hearts, by default the same as after picking up a Life-Up Heart. Pick up a Life-Up Heart during Assist Mode, and Mario has nine hearts! In a pinch, resting in one spot replenishes his hearts over time. From a plummet into the abyss, he is carried back up in a lifesaving bubble, which deposits Mario back on trustworthy ground but depletes a heart.

In addition to these health bonuses and penalty removals, designed to make the grand adventure a little easier, a guidance arrow also shows up to point the way toward the next objective. Assist Mode can be enabled or disabled as desired.

What happens when Mario falls into hot or bubbling liquid depends on the liquid. Some vats of boiling liquid are merely extremely hot, and falling into them sends Mario scrambling for higher ground, his behind smoking. You can throw Cappy to extinguish Mario, otherwise, you can’t stop him running while he cools down, you can only steer his direction, so keep him away from further contact with the hot stuff while Mario cools down. If there’s no safe footing nearby to flee to, it’s possible to get stuck bouncing repeatedly in smoking hot soup, losing heart after heart until poor Mario succumbs to the heat. In 2-player mode, the second player can also force Mario to cap jump, extinguishing the flames. It’s worth noting that in Assist Mode, Mario doesn’t bounce off the lava on fire, but instead will bubble back to land.

Some especially noxious liquids are simply lethal on contact, though, and touching them instantly depletes all of Mario’s hearts, leaving a ring of coins behind where he fell. Where lots of toxic sludge abounds, you may find some creature, like a Jaxi for example, that you can ride who can pass unscathed over (or even through) the poison brew.

Coins

Gold coins are plentiful across the world. They’re left behind by busted blocks and defeated wildlife. They’re found hovering in line formations or lying in big piles. Ground-pounding a curious molehill or crack in the floor often reveals a ring of coins around Mario, easily collected all at once with a spin throw. Clobbering a boss also usually reveals a similar ring of gold coins as a reward. The point is, there are a lot of gold coins about. Collect as many as you can, because you’ll want lots of coins to spend on Crazy Cap’s item stock, on Hint Toad’s Power Moon clues, and on the nickel-and-diming you’ll inevitably experience through occasional clumsiness, since Mario drops 10 coins when he falls into a pit or runs out of health!

Single coins go directly into Mario’s pocket. Multi-coin blocks can cough up to ten coins. Coin rolls also grant ten coins. Passing through a coin ring is worth three coins. The outlines of Regional Coins you’ve already retrieved are worth two coins; the outlines of retrieved Power Moons are worth five. With full health, picking up hearts grants five coins too. With coin piles, well, it all depends on the size of the pile!

Regional Coins

A fixed number of purple coins are hidden throughout each kingdom. Smaller kingdoms usually have 50 purple coins to find, while the biggest kingdoms have 100. These special coins are the local currency, legal tender toward unique local items at Crazy Cap’s, the souvenir shop.

Like Power Moons, picking up Regional Coins replaces them with an outline where they once floated. Sending Mario or Cappy through the outline awards two gold coins.

Crazy Cap’s Shop

Gold and purple coins can both be spent at Crazy Cap’s.

Gold coins can be used in any shop, but purple Regional Coins can only be spent in the kingdom where they’re discovered.

There are different stocks of items for gold and purple coins. The stock of gold coin items available grows as you travel to more regions of the world, and as you gather more and more Power Moons. Regional Coin item stocks are unique to each kingdom and unchanging. If you’ve discovered all the purple Regional Coins in a kingdom, you can afford to clean out the purple item stock!

Power Moons

Mario’s goal is to track down Bowser, and he needs Power Moons to do it. Beating the stuffing out of the Koopa king and getting Peach back are the goals, but most of the work toward those goals involves digging up Power Moons. Power Moons are mysterious sources

of energy that can be used to power up Mario and Cappy’s sweet ride, the Odyssey. The more Moons you funnel into the Odyssey, the more places it can go.

Moons Over Mario

Picking up a Power Moon refills Mario’s hearts. Picking up a Power Moon underwater also refills oxygen… this can be a lifesaver when diving for treasure! Once you’ve acquired a Power Moon, return to the area later to find the dotted outline of a Power Moon in its place, like with Regional Coins. Picking up this outline grants five coins, and still refills hearts and air.

During the first visit to each new kingdom, some Power Moons need to be collected from that region for the Odyssey to refuel and repair for the journey forward. Depending on the condition of the Odyssey and the progression of the story, you may or may not be able to travel to previous kingdoms while collecting prerequisite Power Moons in a newly-discovered kingdom. The number of required Power Moons to progress is indicated by dotted outlines found just under your coin and health tallies in the top-left corner of the display. In addition to collecting Power Moons, you usually have a local objective to complete before you can move on.

Moon Shards

Some Power Moons are broken into five smaller chunks. To assemble that Power Moon, you must gather all the shards. When picking up pieces of a shattered Power Moon, an indicator onscreen shows how many shards are left to collect. When all five Moon Shards are in hand, the Power Moon appears nearby in the environment, ready for Mario to collect.

Power Moons—Return Trips

After the initial batch of Power Moons is assembled and any imminent local threats are addressed, Mario and Cappy can return to search for more Power Moons. After the local main objectives are attended to and the Odyssey is fueled and ready to go, the locals surely still have more errands for travelers looking to extend their stays. During return trips, many things about the kingdom change, with new enemies, locals, items of interest, and Power Moons available to investigate.

Of course, you can expect that things will change again once Mario finally tracks down Bowser and Peach! There are new secrets to discover in each region for a long time.

Buried Treasures

Some items, Hearts, and Power Moons are strewn about in plain sight. Most are hidden to some degree. The usual methods—busting blocks and squashing enemies— nets you plenty. But many hidden items are tucked away in some unusual spots indeed. To help find them, you can rely on Power Moon names acquired from Talkatoo, which are usually clues, and you can look for several telltale hints that something can be found nearby:

• Conspicuous marks or cracks in the ground

• Glowing effect in an unusual spot: emanating from a rock, shining up from a spot on the ground, glowing around a Cappy perch like a bannister or spire, even trailing from a patrolling enemy

• Rumble sensation from the controller when standing above peculiar spots on the ground

• Mario’s gaze: in the presence of invisible items or blocks, he sometimes gazes at the unseen object

• Mario’s inquisitive foot: over seemingly unexceptional patches of ground, Mario curiously toes the turf

Rarely, there’s no immediate cue or clue that something valuable is hidden. In these cases, you have to use the hint art paintings found in each kingdom to discover deeply buried Power Moons in other places!

Cat Mario and Cat Peach

Apparently fossils lasting all the way since the 2D, 8-bit era, these strange hieroglyph-like symbols can occasionally be found plastered on out-of-the-way patches of wall. Striking Cat Mario with Cappy grants 10 coins. Striking Cat Peach awards a Heart.

Brick Blocks

It wouldn’t be a Mario game without some bricks to bust apart! Jump up from underneath or ground pound from above to test the integrity of blocks.

Most brick blocks shatter, clearing the space. Cleared blocks can open the way to platforms above or pathways below. In rare cases, you won’t want to bust a block because you need it as a platform. In these cases, usually some baddie like a Bullet Bill is looking to break them for you, so watch out!

Steel Blocks

Some specially-treated bricks snap into steel instead of breaking apart. They’re safe to use as platforms to stand on, cling from, or wall jump off. But nothing removes these blocks once they’ve hardened.

Hidden Blocks

Some blocks are invisible! They won’t be revealed until something strikes them. A cap toss from the side, a jump from underneath, a ground pound from above, the usual. You can also reveal these blocks by ground pounding nearby, which causes them to appear reflective for a moment. Once uncovered, invisible blocks become unbreakable steel blocks. Invisible blocks are usually suggested by subtle hints, like a tiny shadow underneath a high-altitude Power Moon, or three blocks floating at normal jump height in a line. It’s worth somersaulting up from the central block of just about every triple-block you find across the kingdoms!

? Blocks

? blocks won’t break apart when struck, but you won’t know what you’re going to get until you hit them either. ? blocks usually become steel blocks while spitting out a coin, but sometimes spit out a Heart, Life-Up Heart, or roll of coins, too.

Multi-coin Blocks

Some brick blocks and ? blocks won’t shatter or become steel blocks immediately when struck—you can hit these over and over within a brief period to pull out lots of coins before they harden. From underneath, jump up as fast as you can until all the coins are withdrawn. From the side, you can throw Cappy into the ? block and then hold him in place. His spinning quickly knocks all the coins out of the block! You can extrude a max of 10 coins from multi-coin blocks before they snap into steel.

Pipe

Mario’s squat form is just the right size and roundness to slip down pipes and see what’s on the other side. To enter a pipe, either run into it from the side or climb atop it and crouch. You may also find pipes sprouting from the ceiling, which can be entered by jumping in from below.

8-bit Pipe

Conspicuously blocky pipes spirit Mario away into a land from the past, flat retroscapes where Mario appears and controls just like in Super Mario Bros.!

Run left or right with the stick, hold down to crouch (or just press the Crouch button), dash old-school-style by holding down a Cap Throw button, and jump as usual.

Run full-speed across small gaps and Mario won’t fall!

Environments are full of hazards from the NES era, but with Super Mario Odyssey twists!

Hidden blocks and other secrets can be found in 8-bit panes, too!

Explore 8-bit pipes while wearing various outfits from Crazy Cap’s shop to see the 8-bit spin put on each costume! To see 8-bit costumes, make sure to match your suit and hat before entering an 8-bit pipe. Mismatched costume sets result in the classic, standard overall-sporting 2D Mario.

In the flatlands found beyond 8-bit pipes, you’ll find 8-bit versions of the usual collectibles: coins, Regional Coins, Power Moons, and Moon Shards.

Checkpoint Flag

Checkpoint flags are located throughout each kingdom. They’re under Bowser’s control initially, but can be replaced with Mario flags simply by visiting and touching them. Once a checkpoint flag is under Mario’s control, it’s a potential recovery point when defeated nearby, and instant travel to the checkpoint is possible by selecting it on the Travel Map.

Rocket Flowers

Throw Cappy at a Rocket Flower to pick it up and latch it to Mario’s back on the return, instantly infusing Mario’s step with fire. This puts the hotfoot effect after falling into hot liquid to shame, as Mario hurtles across the landscape, arms out for high-speed balance. Direct away from any walls or obstacles while zipping along on Rocket Flower fuel, and throw Cappy at any other Rocket Flowers along the way to keep the effect going longer.

P-Switches and Scarecrows

These devices trigger various temporary effects while they’re engaged. P-Switches may cause magical vine pathways to grow over thin air, forming living, moving pathways wherever they stretch. P-Switches also may sometimes reveal hidden blocks for a limited time, among other possible effects. Scarecrows usually herald a timed platforming puzzle involving platforms that only appear while the challenge is active. On top of that, the scarecrow has to wear Cappy during the challenge, so Mario must succeed without all the tricks he gets while wearing the magical Bonneter.

Cap Clouds

These ephemeral structures aren’t really anything until struck by Cappy. Then they’ll spring into bright and fluffy, yet firm, cloud platforms. After a few seconds, they dissolve back into gossamer hat form. When using cap clouds as platforms, plan ahead and don’t dillydally.

Hat Launcher

These strange objects are primed to catch Cappy and launch him forward, picking up coins and striking objects along the way. Some walls have hat launchers set up in dizzying arrays that propel Cappy along surprising or revealing paths.

Hat Trampoline

While these strange flowers initially clam up, they spread apart and become incredibly buoyant when struck with Cappy, or with a ground pound from above. A blooming hat trampoline can launch Mario much higher than he can ever jump under his own power, spinning gracefully along the way. Since Mario launches upward in a spin jump, his descent is slower than normal, allowing more time to drift toward desired landing sites.

There’s a mild difference between a hat trampoline spin and Mario’s own spinning jump in that cap tosses won’t automatically be spin throws when using hat trampolines.

Slingshot

What you see is what you get—engage a slingshot with a cap throw to get Mario scooped up and launched a great distance.

Pulse Beam

Initially, these objects are inert, but if something hits them they’ll emit a ring of dangerous energy. This ring expands, demolishing blocks and damaging creatures in the way.

The devious thing about the pulse beam is that there’s almost never just one. Expect pulse beams floating close to each other, so that a strike against any single pulse beam causes a perpetual loop. A pulse beam’s energy expands, striking other pulse beams near it, which emit their own reactions to a hit, which re-trigger the first pulse beam, and so on. The resulting wave patterns of rings expanding are tricky to dodge and jump over, and they’re usually found hovering near moving or narrow platforms of some kind, to boot. No one said chasing down Bowser was going to be easy!

Mysterious Cube

What are these things? No one is sure. The answer will probably have to wait until after Mario and Cappy rescue Peach and Tiara!

Moon Pipe

Hmm, this is strange. Where did this come from?

Locals

Each kingdom has its own set of regional inhabitants, who come in all shapes and sizes. These locals usually cluster mainly around a main settlement in the area. Wherever locals live and work, you’re sure to find a Crazy Cap’s souvenir shop, and plenty of people (or robots, or dogs, or fork-like creatures, or friendly skeletons, and so on!) who could use Mario’s help.

Talkatoo

This yapping feathered friend can be found somewhere in each kingdom, perched and ready to dispense indirect Power Moon clues in the form of their names. Frequently, just the name of a Power Moon is enough to point you in the right direction, so this can be a big help. Talkatoo gives you up to three names of undiscovered Power Moons at a time.

Hint Toad

When things are calm in each kingdom, you find Hint Toad hanging around near Uncle amiibo. This pathfinding entrepreneur is willing to share Power Moon location hints… for a price. Hint Toad’s Travel Map markings cost 50 coins each. There are some Power Moons he can’t map, but he knows most of them. Hint Toad and Talkatoo work hand-in-beak to give you a little guidance looking for more moon power.

Uncle amiibo

In each kingdom, whenever it’s safe enough for Hint Toad to begin scouting, Uncle amiibo tags along. This bot can communicate with your amiibo, engaging a special function that allows Uncle amiibo to use amiibo power to locate a missing Power Moon. In effect, this means any amiibo becomes like a free Hint Toad tip! Begin a conversation with Uncle amiibo for prompts to use amiibo. This function can only be used every few minutes.

Certain other amiibo can also be engaged anywhere in the game world, even away from Uncle amiibo, by holding right on the D-pad, then scanning the amiibo. Special amiibo that grant extra features are listed here:

Super Mario Odyssey-series amiibo

New Super Mario Odyssey-themed amiibo of Mario, Peach, and Bowser in full wedding regalia are now available! These figures unlock special costumes and have special exclusive in-game bonuses that will be useful the whole time you enjoy the game!

Mario (Wedding Outfit) temporarily makes Mario invincible. Naturally, there’s a cooldown period before this can be reused!
Peach (Wedding Outfit) gifts a Life-Up Heart to Mario, increasing maximum health to six hearts (or nine hearts, with Assist Mode enabled). Like Mario’s invulnerability, Peach won’t gift another Life-Up Heart for a bit.
Bowser (Wedding Outfit) uncovers the whereabouts of missing Regional Coins, roughly in the direction Mario is facing when activating the amiibo. Once the purple coins Bowser reveals are collected, the wedding Bowser amiibo can be used again to get a new Regional Coin hint!

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