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. 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.
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Bowser’s Kingdom Power Moon:
There are 62 Power Moons in Bowser’s Kingdom. 3 can be obtained while ridding Bowser’s Kingdom of its Broodal threat. All others are listed below.
Treasure Inside the Turret
On the Second Courtyard structure, there are a couple of routes into a secret passage along the side. One is to keep an eye out off the left edge for beak-friendly material, which a Pokio could stick to after taking a step of faith off the side.
The other way is to climb to the back of the two-turret tower here, then look off the back edge, where a compartment can be seen below. Fall down toward the opening then either (as Pokio) shake the controller to spin-jump into the room, or (as Mario) throw Cappy into the room, then tackle in after him. After collecting the Power Moon, a pipe here can be taken back to the surface.
From the Side above the Castle Gate. Slide as high as possible on the wall on the moon’s side.
The fastest way to get to this Power Moon location is to instant warp to the souvenir shop, then take the Spark Pylon here back to Second Courtyard. At this far back end of Second Courtyard, a Power Moon can be seen just out of reach on the roof here. To get up there, try out a little trick jump.
Nail the jump to have the run of the roof. Grab the Power Moon, then explore the roof tier of Second Courtyard for good measure.
Sunken Treasure in the Moat
Travel to the Main Courtyard, where there’s a small moat guarded by Pokios, and look for the northwest surface of the water. This is next to the Binoculars on the ledge. Dive in and descend, observing three Regional Coins for the taking on the way down. Of course, also very noticeable is the glowing Power Moon down here, hidden in the moat under the platform. Swim to it quickly and collect it to replenish Mario’s air, giving him enough lung power to swim back up and out.
Past the Moving Wall
From the northwest corner of the top of Inner Wall, just beneath the Keep, descend a couple tiers, past the Stairface Ogre to the Spinies’ ledge, and peer over the side. A series of conveyors on the wall could only be navigated with the beak of a Pokio. Conveniently, a ledge with a lone Pokio is below around the western corner. Fall down to this ledge and capture the Pokio, then tackle the horizontal wall challenge. You’ll have to successfully flick Pokio from a stationary section of wall to a moving one, then off again before running into a spike strip. Make this movement series, and the Power Moon is just a bit farther to the left, hovering above another Pokio behind bars. Flick in from the side to collect it.
Above the Poison Swamp
The poison pond adds a strange relaxing character to the roof of the Inner Wall, in the shadow of the looming Keep just above. That’s as long as you don’t fall in. Capture Lakitu and then head to the northwest platform around the pond, to follow a route described in Power Moon #11. Grab that moon by breaking the nice frame, if you haven’t, then look at the east edge of the arch. There’s a clear runway to jump to a platform that overlooks the northeastern edge of the pond. Jump and dive toward that platform and you find this Power Moon here ready for collection.
Knocking Down the Nice Frame
Head to the Beneath the Keep checkpoint flag. Look around the poison pond here for Lakitu, who is a peaceful fisher turtle here despite the setting. Capture Lakitu and float over the swamp to the northwest corner, where a ledge with a Slingshot can be found. Trigger the Slingshot to launch Mario on top of the big arch ahead, where some Regional Coins can be scooped up from the back. In the front, there’s an ornate decorative frame hanging here that the Power Moon’s title issues a pretty clear clue about. Peg the frame hanging up here with a hat throw to knock it off the arch and into the poison, creating a Power Moon for pickup atop the arch!
Caught on the Iron Fence
The iron fence caps in much of Bowser’s territory are hideous impressions of the Koopa king’s face. Tossing Cappy onto the vast majority of these merely produces a coin or three, if anything. But one of the fence caps behind the Odyssey is different. Find one that spews fire when Cappy is held on top of the post. That’s a bit unusual. Toss Cappy onto this fence cap and hold him until the Power Moon emerges!
On the Giant Bowser Statue’s Nose
This kind of gives itself away, if you get it as a clue from Talkatoo. One side of the Keep itself sports a huge statue of Bowser, and you can leap from the roof and land here and move around on it. There’s a Spark Pylon to get back, so it’s fine as long as you don’t miss when falling. Hang off the ledge above then just fall, or start a spin near the edge, then spin jump off for a slower descent. Once safely on the statue, just find the glowing spot on Bowser’s nose and smash it with a ground pound. If only it were that easy the rest of the time.
Inside a Block in the Castle
From the Outer Wall checkpoint flag, heading just a bit to the right finds a Stairface Ogre overseeing a path to the climb beyond. The path is cluttered a bit with metal Bowser boxes, the kind Mario can’t break, not even with ground pounds. They can be broken, though, with turret cannonballs or Stairface Ogre smashes. Lure the Ogre to the edge here, where one of the boxes can be seen emitting a rainbow glow, and coax it to bash open the box (preferably getting out of the way while it does so). Metal box or not, there’s no match for the Ogre’s crushing power. The boxes are destroyed but the Power Moon survives.
Caught Hopping at Bowser’s Castle!
Once the coast is cleared of major baddies, as usual, the mischievous hares emerge. This one scampers along the perimeter of the Keep’s roof itself, taunting Mario as it flees. Head it off at passes by cutting corners, toss Cappy to slow it down when close enough, and use rolling (while shaking the controller) to move much faster if the rabbit flees over a straight, open stretch of roof.
Exterminate the Ogres!
From the Main Courtyard Entrance, mount the roof of the building on the right, above the lone Jizo statue. Here, find another Spark Pylon. Hop aboard to see where the line leads and you’ll end up on a secret structure way off to the side of Bowser’s normal emplacements. This seems to be a Stairface Ogre training ground. Bait these brutes into smashing down their stamps, then climb aboard and ground pound their heads to defeat them. You can simply run back and forth in front of them to bait a missed blow, or you can even run directly at them and cross under between their legs as they attack!
This platform is under (way, way under) the secret platform holding the Island in the Sky checkpoint flag. You can’t go upward from here to there, but you can skydive down from the island to here. The warp painting leading to the secret island above the secret island is found in Cascade Kingdom, but only after finishing the main adventure.
Bowser’s Kingdom Timer Challenge 1
The Showdown Arena is where the RoboBrood boss battle goes down, but now it’s much more relaxing. Register the checkpoint flag for this platform, then flip Cappy onto the scarecrow to start up a Timer Challenge. A Power Moon is held above a series of spinning platforms. Their varied sizes and shapes create a morphing platform challenge to the top as the structure spins. Get a lot of extra height at the start with a triple jump or dive jump to start as far along the platforms as possible, then just keep jumping and climbing as quick as you can.
Taking Notes: Between Spinies
Spinies roam around in a little pen near the checkpoint flag on Third Courtyard (Rear). A song note floats near them, activating a timed note collection challenge if touched. The notes are among the Spinies, who can’t be killed, since there’s no ledge to knock them off of. While watching out for the Spinies, touch the note and hop into the middle of all the timed notes. Spin throw, which hands a lot of coin-collecting/Spiny-deflecting work to Cappy, then run around to collect straggler notes.