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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 › Metro Kingdom

Mario’s Itinerary

The Scourge on the Skyscraper

Mario’s unexpected pit stop in Lost Kingdom cost him valuable time, but Cappy’s intuition was right. Bowser had been to Metro Kingdom, and he’s even advertised his wedding all over town. But that’s the least of the city’s troubles. Mayor Pauline has to find a way to restore the city’s power. And the only way that can happen is if Mario deals with whatever has caused the city’s residents to flee to the rooftop south of New Donk City.

With the Odyssey in need of 20 Power Moons, Mario has plenty of time to help Mayor Pauline.

Scamper across the girders to the right and ride the Spark Pylon down to the City Outskirts. Numerous Urban Stingby Larvae have apparently swum in on the rain and some are hatching

into Urban Stingby. Swat the larvae with Cappy before they hatch to rid the area of this pestilence. Cappy can dispatch the Urban Stingby bugs as well, but it’s a bit riskier. Urban Stingby behave much like a Trapeetle—sidestep their path as they attempt to divebomb Mario with self-destructive aggression.

This massive advertisement blocks the path north in the tackiest of ways.

Bowser erected a massive roadblock beyond the park, cutting off the direct path to New Donk City Hall. Take the road on the left, where the Sherms are, and either ride the Scooter past them or capture a Sherm and use it to blast the Urban Stingby bugs and other Sherms.

Follow the coins through the Construction Site, past the Goombas, to the Sherm atop the girder beyond the warp flag. Capture the Sherm and drive to the nearest suspended iron beam. That’s a good spot from which to blast the crumpled piece of scrap metal below the taller beam. This causes the beam to fall, giving Mario a way to throw-and-hold Cappy at the ? Blocks.

Exit the Construction Site onto the street ahead then turn around and run the length of the girder where the coins are to find Power Moon #08. With 80 other Power Moons to find, you can be sure they won’t all be this obvious.

Nice Wheels, Mario!

Hop aboard the Scooter in the corner of the City Outskirts area nearest the Odyssey. Not only stylish, the Scooter can be used to run down Urban Stingby Larvae, avoid Urban Stingby bugs, and even jump and bounce off the Sherms guarding Mario’s advance.

Continue past the broken-down taxis and around the corner to the plaza in front of New Donk City Hall. Five Sherms stand guard in front of City Hall, but it’s not clear what they’re protecting. Capture the Sherm atop the girder where the Heart was and use it to blast the other Sherms to pieces. Strafe side to side as you fire to constantly stay ahead of the incoming volleys.

No reason to bring a hat to a tank fight when you can bring an actual tank!

Blast away at the Urban Stingby and their larvae in the area then release the Sherm capture and follow the trail of coins up the stairs near the Construction Access warp flag. Continue to the first rooftop, where the Goombas are, and either use the Spark Pylon or a series of wall jumps on the rear of the building to reach the Heliport. Take a moment to pluck Power Moon #09 from above the swaying beam before entering the New Donk City Hall Interior via the open door on the adjacent building.

Cross the crumbling walkway and ride the lifts to the right of the Mini Goombas up. Leap and dash across to the left, use Cappy to get the Regional Coins from the descending lift before continuing the ascent. Use homing throws to clear the Urban Stingby and Mini Goombas out of the way before venturing anywhere near the crumbling walkways.

Climb the yellow and black striped poles to continue your ascent of the skyscraper’s interior, but skip the next landing.

Continue to the top of the left-hand tower, wall jump off the wall on the left, and continue climbing the tower above to the blue fencing. Leap from pole to pole to reach the treasure chest in the upper left corner for Power Moon #34.

Fight your way past the Urban Stingby on the main path wrapping around the interior of the building. The ? Blocks in the corner contain a Life-Up Heart which comes in handy. Grab it before heading back out into the rain.

From New Donk City Hall Rooftop, use the Spark Pylon to access the top of the skyscraper where a mechanical beast known as the Mechawiggler is attempting to suck up the city’s electricity. Mechawiggler knocks Mario to the plaza below and descends the building to attack.

Boss: Mechawiggler

Don’t waste a single second when the battle starts: Capture one of the Sherms off to the side and open fire on Mechawiggler’s glowing orbs. Strafe left and right across the area to dodge the incoming projectiles while continuing to pepper Mechawiggler with Sherm’s cannon attacks. Aim for those sections of Mechawiggler that appear curled back on itself so a single attack can destroy multiple orbs.

Cappy provides great advice once the initial set of orbs has been destroyed, and that’s to keep firing! Continue blasting away at the orbs as they turn purple. But be quick about it! You need to fire Sherm’s cannon as rapidly as you can to inflict critical damage. So keep blasting until you see Mechawiggler go dark.

Mechawiggler doesn’t stay dark for long. It turns gold—your cue that it’s temporarily invincible—and disappears into a portal. Watch for the golden ray of light to emerge from the portal and steer Sherm out of its path. Mechawiggler emerges from the portal and speeds across the arena in an attempt to collide with Sherm. Keep clear of it as it disappears into another portal. The portal shifts to another location, the golden ray appears again, and Mechawiggler emerges in another attempt to stampede Sherm. Continue to avoid Mechawiggler during this phase to stay safe.

Mechawiggler zips across the arena three times before returning to the side of the building. It emerges from its portal alongside a barrage of energy projectiles. Steer clear of the inbound projectiles while firing on Mechawiggler once the orbs turn purple. Continue firing on Mechawiggler until the last purple orb is destroyed and a chain-reaction ripples through its lengthy body. Pepper it with attacks until it explodes, releasing Power Moon #01.

Hearts from Above

Mechawiggler launches its attacks from the orbs that haven’t been damaged. Consider leaving one or two in-tact so it can launch a pair of projectiles at Sherm. Shoot the energy volleys out of the air to gain a Heart.

A Fresh Start for the City

All New Warp Flags

Many of the warp flag locations have shifted since Mechawiggler’s destruction. The map accompanying this chapter uses the location names and warp flag locations as they appear during daylight, after the brief period spent exploring Metro Kingdom in the rain.

The destruction of the Mechawiggler cleared the skies of rain. Come morning, the city was back to its old self, free of Bowser’s ugly posters and roadblocks. But there’s still lots to be done to restore the city’s electricity. Mayor Pauline is waiting for Mario outside City Hall, but don’t head straight there. The Odyssey still needs 14 Power Moons, and one isn’t very far. Enter the girder beyond the platform with the Spark Pylon nearest the Odyssey to find Power Moon #13.

With daylight comes a host of new Power Moons to find, starting with this one near the Odyssey.

Ride the Spark Pylon down to Main Street Entrance and head north to New Donk City Hall Plaza where Mayor Pauline is waiting. Mayor Pauline wants to stage a festival, but she needs four musicians to play backup. Mario is going to receive a Power Moon for each of the musicians he finds, so this is a great chance to help Pauline and power-up the Odyssey in the process!

1. The very first musician is just outside city hall. Talk to the drummer to the right of Mayor Pauline to get Power Moon #02.
2. Head to the east end of the street near City Hall and ride the Spark Pylon to Mayor Pauline Commemorative Park in the northeast corner of the city. Talk to the bassist in the park for Power Moon #04.
3. Use the Poles on the side of the building across the street from the Outdoor Café to flick Mario up to the roof, one level at a time. From there, use the Pole to flick Mario to the roof of the triangular building. Aim for the skylight so there’s plenty of room to land. Talk to the trumpeter for Power Moon #05. It’s also possible (and easier) to reach the trumpeter by riding the Spark Pylon lines to the roof of the building to the east and hit the red button to gain a temporary walkway between the buildings.
4. The final musician is the guitarist. Head down the street toward Main Street Entrance to find him jamming in the northeast corner of the park. Talk to him for Power Moon #03.

Country Names in the City

If the street names sound familiar to you, it’s because they’re named after many of the side characters from the Super NES game, Donkey Kong Country. Cranky, Rambi, Expressom and more are all names from the big gorilla’s first ever solo adventure.

Powering Up the Station

The band’s together playing a familiar song—a jazzy rendition of the original Super Mario Bros. theme song—but Mayor Pauline needs some more help. Exit the auditorium and head west toward the beam of light emanating from the sewer near Outdoor Café. Capture the Manhole Cover to slide it out of the way and dive on in to the Underground Power Plant.

Follow the walkway around the corner to the second pipe and enter it. The next room contains several large platforms that Mario needs to get spinning if he’s to make his way across the poison-filled room. Use the hat launcher to knock Cappy into the green platform to get it spinning then leap across. Continue to use Cappy to clear the path of poison and to distract the Poison Piranha Plants while you kick them out of the way. Use a homing throw to clear away any Urban Stingby you encounter.

Use Cappy to hit these two rotating platforms in the same direction.

Use the hat launcher to get the vertical platform spinning then carefully leap onto it as it becomes horizontal.

Turn the camera so you’re facing where you were, leap to the top edge and then to the platform on the right where Power Moon #35 is hidden. Continue to the pipe in the corner of the room.

Mayor Pauline has somehow made it to the power plant room before you—and so have two Big Poison Piranha Plants! Clear away a little of the poison then throw Cappy at the Big Poison Piranha Plant before it spits any more poison. The plant briefly collapses—perhaps out of exhaustion but probably because Cappy doesn’t taste good—giving Mario a chance to bounce on top of it. Defeat both Big Poison Piranha Plants to earn Power Moon #06.

Ground pound the red button atop the pump to get the power flowing once again to New Donk City. With this accomplished, it’s time to celebrate! Mayor Pauline invites Mario to participate in the festival. And you absolutely should say yes!

Festival On-Demand

You’re not going to want to miss the festival, but sometimes life gets in the way of gaming. If you absolutely must skip the festival right now, don’t fret. Talk to the man nearest the stage anytime inside the New Donk City Hall Auditorium for another shot at it.

A Traditional Festival

Mayor Pauline and the band take the stage for a wonderful rendition of their hit song, “1-Up Girl”. As special as it will be to take the stage, as the guest-of-honor, Mario gets to participate in a city-wide 8-bit mural erected on the sides of the city’s largest buildings.

Jump up; don’t be scared. Just jump up and your cares will soar away.

This is an extremely special moment, both for Mario and us gamers getting to experience this game. So, take your time making your way through the various sections of the 8-bit level. Avoid the barrels and fire pits, hit the blocks for coins, and enjoy this time-warp back to classic gaming.

Things get a little trickier as Mario makes his way to New Donk City Hall. Spring along the curved wall to get inverted. You’ve played as an upside-down Mario in Sand Kingdom, here’s your chance to do it again! Carefully avoid the barrels as you traverse the area upside-down. Guide Mario as he freefalls through the columns of coins before finally getting returned to his normal right-side-up path.

The final climb to the finish takes place along what should be, for those old enough to have played many videogames in the 1980s, a very familiar assembly of ramps. Use the additional blocks to take cover from the barrels as you collect the “DK” coins. Slip under the final platform where an old nemesis is standing and hit each of the ? Blocks beneath him to clear a path for the warp pipe. The warp pipe delivers Mario to the stage so head on up and dance a little with Mayor Pauline before talking to her to get Power Moon #07.

Collect More Power Moons

At this point, if you’ve been following along closely, you should only need four more Power Moons in order to fuel the Odyssey. And we’re going to show you how to grow three of them right now!

Ride the Spark Pylon down into town and locate the three seeds in the corner of the park near Talkatoo. Pick one of them up and carry it to the northeast corner of that same park, near where the guitarist was earlier. Toss it into the flower pot so it can start growing. Return later to harvest Power Moon #22 from the fruit.

Garden Variety Surveillance

Having trouble spotting the flower pots or want to check to see how your fruit is ripening? Capture the Binoculars near the Main Street Entrance warp flag and scan the city rooftops. It’s best to know exactly where they are before grabbing the seeds.

Grab another seed from the plaza and carry it toward the taxi parked behind he Scooter. Bounce from the taxi onto the fire escape and use the wooden crate to jump onto the roof.

Cross the three rooftops to find the flower pot. Return later when the fruit ripens to earn Power Moon #21.

The third flower pot is a bit trickier to spot, but it’s not far. Grab the third seed from the plaza and head northwest toward the corner of Expresso and Main. The flower pot is on the roof of the corner building next to the one where the Slots room is. To get to the roof, head around to the alley behind the Slots house and wall jump up the sides of the alley to reach the roof. If you didn’t think you could wall jump while carrying a seed, think again! Mario retains a surprising number of non-Cappy abilities while carrying items. Plant the seed in the flower pot and return later to collect Power Moon #23.

Once you’ve proven yourself here, you can enter the nearby building for high-speed RC Car action!

Now that you have some time to kill while waiting for the Power Moons to bloom, how about a little RC Car action? Capture the New Donker playing with the yellow RC Car near the Scooter and guide the RC Car to the finish line. This particular RC Car doesn’t control as well as some advanced models you’ll get a chance to use later—this one turns best while in reverse. Pilot the RC Car around the barriers and into the cage to get Power Moon #31.

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