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Super Mario Odyssey Power Plant

See how to find the locations ofMetro Kingdom Power Moons 1-xx in our Super Mario Odyssey guide. Use ourprincipal walkthrough to find the Power Moons for every level in the game.

Master Walkthrough
Cap Cascade Sand Lake
Wooded Deject Lost Metro
Snow Seaside Dejeuner Ruined
Bowser's Moon Mushroom Nighttime / er
Capture List Souvenir Listing

The Metro Kingdom has a total of 81 Ability Moons. This folio lists Power Moons i-20.

1. New Donk City's Pest Problem

New Donk City is nether attack! Speak with Pauline before venturing off to the right where you can find a Spark Pylon that will accept you to the City Outskirts. Urban Stingbies and Sherms roam the city. There's a moped nearby that you can use to ride around on but you won't need it for long as y'all simply demand to become down the street on the left. Pass the Crazy Cap shop and hop onto the big metal girders. Hitting the Construction Site Checkpoint and make it back into the city. Ability Moon viii is here too.

Follow the road and y'all'll make it to the plaza in front end of the main building. You don't really accept to take out the Sherms hither, merely make information technology to the Construction Access Checkpoint. Power Moon 10 is nearby. Kickoff climbing upwardly the fire escape stairs to accomplish the top of the nearby building. Utilise the Spark Pylon to reach the next rooftop. Cantankerous the girders and caput inside the building.

The New Donk City Hall Interior is filled with platforms moving up and down along with those weak iron floors. Your biggest threat here will be enemies that try to knock you downwardly when you reach a new platform, specifically those pesky Micro Goombas. Power Moon 34 tin can be institute in this area. Accept Cappy ready to defeat them all! Get to the top and and hit the blocks to become a Life-Up Heart. Once you're ready, head outside.

Use the Spark Pylon to get to the very height. Jump closer to Mechawiggler to have information technology throw you off and follow you lot down to the plaza below. Boss fourth dimension! Immediately capture a Sherm and take out the other 1 and so it doesn't carp you lot as you fight. Shoot cannons at the glowing orbs all over the Mechawiggler. Keep in heed your fire rate is pretty quick and the range tin cover multiple orbs! One time you've taken out all the orbs, the Mechawiggler will take weird formation. Start rain it with as many shots as you tin!

To fight dorsum the Mechawiggler will open upwards a portal and aim for your position. Stay on the move and don't shoot every bit the boss comes rushing out of the portal. In one case it gets back on the wall, echo the entire process again. Collect the Multi Moon and the metropolis volition return to normal. And daytime!

2. Drummer On Board!

The next main mission is separate into iv different Power Moons that can be obtained in whatsoever gild y'all like. Speak to Pauline in front of metropolis hall to have her ask you to discover four musicians to play at the upcoming festival. Finding them can exist washed past looking for the light beacon in the heaven, listening for music, and seeing what the citizens are proverb.

Luckily the drummer is merely to your right. Speak with him to recruit him. Easy!

3. Guitarist On Board!

The guitarist can be plant virtually the Chief Street Entrance Checkpoint where the jump rope minigame is at. Speak with him to get him to join!

4. Bassist On Board!

Become to the BLANK side of New Donk City and use a Spark Pylon to reach a modest rooftop off in the distance. Talk to the Bassist to become him on lath. And don't forget to get Ability Moon fifteen!

5. Trumpeter On Board!

The Trumpeter is on tiptop of the triangle shaped building across from the Outdoor Buffet. To get upwards there, climb the edifice s of it and use the spark pylons to get to the acme. Capture the orange pole and flick yourself over the musician.

6. Powering up on the Station

Get to the left of City Hall and capture the big manhole near the glowing light beacon. In one case uncovered, hop within! Walk around the outside of the glass and enter the warp pipe.

Hit the giant green platforms with Cappy to get them spinning. Leap on height and become close to get to the next area. Fight the Piranha Plants equally you go. When you reach the vertical green platform, have note that you can get Power Moon 35 in this area. Otherwise get into the pipe.

Ii Big  Toxicant Piranha Plants surround the power plant. These guys are very like shooting fish in a barrel to take downwardly. Throw Cappy to brand them autumn, so bounce on their head. That's information technology. Grab the Power Moon to end the mission.

7. A Traditional Festival

Later on you consummate Power Moon six, immediately go upwardly to the Power Station and striking the now unlocked switch. With the full ability dorsum online, Pauline will ask you to take part in the large festival. Say yes!

Wow! The festival has started and you're near the Odyssey. Enter the warp pipe and get into 2D mode. What follows is a series of rooms where you have to cross over fire pits and jump over incoming barrels. Bones stuff only what a view! At one bespeak the gravity will be reversed and you'll exist walking along the ceiling. Ability Moon 36 can exist plant here.

Eventually you'll get to the 25m stage from the original Ass Kong! Make your way up to the top and hitting the 4 blocks under our beloved ape to transport him flight. Enter the pipage and speak to Pauline to wrap up the festival and to get your Multi Moon.

viii. Inside an Iron Girder

The girders that the Structure Site Checkpoint is on has a clandestine. Get back to the road and break the wooden crates at the offset of the girder to reveal a tunnel. Caput inside to find the Power Moon!

9. Swaying in the Cakewalk

As you cross the girder on your manner to enter the New Donk City Hall Interior, look at the spinning girder to see a Power Moon to a higher place it. Fourth dimension a jump so that you lot land on it and grab the Power Moon.

10. Girder Sandwhich

Get to the top of the building near the Construction Admission Checkpoint and await over the edge to observe a formation of girders. Drib to the lesser and wall jump betwixt the girders to make information technology upwardly to the Power Moon.

xi. Glittering Above the Pool

Climb to the meridian of City Hall and look at the edifice on the left. A rooftop pool! Make a dauntless bound over to the rooftop, then bounce off the umbrella to grab the Power Moon higher up the pool.

12. Dizzying Heights

Climb to the very top of City Hall! Near the top you lot're going to have to jump on those three tiny ledges to be able to leap and grab onto the pole. Confront the ledges and jump forward onto each 1.

13. Secret Girder Tunnel!

Hear the Ability Moon sound effect near the Odyssey? That would be the underground Power Moon subconscious inside the closest girder. Jump in front of it to find the pigsty.

14. Who Piled Garbage on This?

Warp to the Principal Street Entrance Checkpoint and climb up the first edifice on the left. Get onto the rooftop of the 2nd building and knock over the boxes and trash bags from the corner. Basis pound the vent to reveal a Power Moon.

15. Subconscious in the Fleck

Go to the Mayor Pauline Commemorative Park Checkpoint where yous recruited the Bassist and ground pound one of the remains of the Mechawiggler to reveal a Power Moon!

16. Left at the Cafe?

Commencement walking behind City Hall and take a left. Follow the path into aisle where a Spark Pylon volition have you up to a roof cafe. Equally you walk around the cafe wait for rumble nearly the centre. Ground pound to reveal the Power Moon.

17. Caught Hopping on a Edifice!

Get to the Rooftop Garden Checkpoint on pinnacle of one of the buildings and capture a nearby pole. Fling yourself to the adjacent roof where you'll notice a rabbit. You know the drill! Whack it with Cappy and so grab it for a Power Moon. Do accept note that the rabbit will jump dorsum and along from both rooftops.

8. How Exercise They Take Out the Trash?

Near the Helipad Checkpoint is a tall vertical girder. Your goal is to become to the superlative. Warp to the summit of Urban center Hall and long leap for the girder. Land on top to detect a dumpster with a Ability Moon inside.

19. Metro Kingdom Timer Challenge 1

Available after completing all the main missions in the Metro Kingdom. Go to the north entrance to the Construction Site to discover a scarecrow. Throw Cappy on and jump onto the showtime of iii white platforms. These tilt based on the weight, so y'all should take trouble getting beyond the showtime 1. The second one yous'll need to stand on the right side for a moment to lift the left side. Run and jump to the Power Moon!

20. Metro Kingdom Timer Challenge 2

Available afterward completing all the main missions in the Metro Kingdom. Get up to the top of Urban center Hall to find a motor scooter. Hop and ride over the P Switch. Drive around the top of City Hall and grab the primal. This will unlock the Ability Moon a lilliputian scrap further downwardly the route.

Primary Walkthrough
Cap Pour Sand Lake
Wooded Deject Lost Metro
Snow Seaside Luncheon Ruined
Bowser's Moon Mushroom Nighttime / er
Capture List Souvenir List

Source: https://mariopartylegacy.com/super-mario-odyssey/guides/walkthrough/metro-kingdom/power-moons-1-20/

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