Super Mario Odyssey - Hat Kingdom Guide: Moons 22-31


    In this guide to the Kingdom of the Hat di Super Mario Odyssey There are 31 Energy Moons: once the Kingdom of the Falls is over, you can retrace your steps to collect the moons present, bearing in mind that all of them will only be available in the post-game. In this guide we will explain how to get the Moons numbered from 22 to 31.

    Super Mario Odyssey - Hat Kingdom Guide: Moons 22-31

    • 22 - Award for turning the hat

    Run up the metal arch on the Bespectacled Bridge and throw Cappy at the golden hat emblem. You will get a Power Moon.



    • 23 - Hidden in a submerged hat

    Cap-tur a Paragoomba and fly north of the hat above which the Lunar Monolith was. Above the glowing spindle is a strange glow: throw Cappy and hold the button until the Power Moon pops out.

    • 24 - Platform shrouded in fog

    On the lower platform on the northern side of the central square you will see a bright spot. Crash the ground to release the Power Moon.

    • 25 - Traveling in the fog aboard a bird

    A bird flies around the map carrying a Power Moon. Capture a Paragoomba and intercept it by studying the loop it makes.

    • 26 - Caught near the ship!

    At the top of the highest hill near the Odyssey is a rabbit. Sneak up on him, hit him with Cappy, and try to run towards him to make him leave the Power Moon.


    • 27 - Grab the Notes: In the Fog

    Capture a Paragoomba and fly west from the central square to find a treble clef above a hat. Follow the notes that appear and grab them before time runs out.


    • 28 - Atletic-tac 2

    You'll find a scarecrow to throw your hat at to face a timed challenge. Ignore the yellow blocks and take a hat dive on the white platform as it is about to emerge. Grab the key, then turn around and go back to the scarecrow to grab the Power Moon.


    • 29 - The Master Run of the Hat Kingdom

    The racing Koopa Troopa will take on you a second time after the standard race, adding a much faster and more ferocious golden element to the race. The course is the same as in the previous race but you won't have to make any mistakes or the golden Koopa will overtake you.

    • 30 - Roll, roll ...

    Go down the pipe in the square. Go up the slope of the hill and roll down. Complete the race without falling, turning during the roll to get some extra coins and avoiding the Koopistrians, and reach the Power Moon at the bottom.


    • 31 - Precision rolling

    In the same area as Power Moon 30, stay left at the start of the path. You will find a very narrow and challenging path but at the end of which there is a Power Moon.

    If you need some more tips on completing your moons list here are a number of other aids for you.

    • Follow the guide for moons 1-11
    • Follow the guide for moons 12-21
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