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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Dark Side Power Moon:
There are 24 Power Moons on the Dark Side of the Moon. All power moons are listed below.
Breakdown Road: Hurry!
This scarecrow challenge room is found on a shelf just behind where the Odyssey is parked overlooking Rabbit Ridge. Mario must turn in Cappy to access the room, so Mario won’t have captures, hat attacks, or hat jumps. He’s regular old Mario for this one.
There’s a Lock near the entrance, a Key across a large gap, and a second-floor-height network of fragile blocks between them. This amounts to a rickety bridge, basically, as there are still gaps that must be crossed with jumps. It’s not quite that simple though. On both sides, rows of cannons are locked and loaded, ready to launch Bullet Bills at anyone foolishly trying to cross the middle to grab the Key.
Mario must get across without falling, grab the Key, then return without falling to grab the moon. On the way back, there is even less of a bridge as on the way out, since Bullet Bills have blasted apart segments of it on the first pass. If that wasn’t enough, grabbing the key coaxes a Banzai Bill out of hiding from the far side. One way or another, a return trip posthaste is strongly incentivized!
Breakdown Road: Final Challenge!
Bullet Bill room has a lower floor, but it’s even dicier than the top. Just as a Banzai Bill plows across the proceedings on the top deck when Mario finally reaches to the Key, the same is true on the lower deck. Mario must coax a Banzai Bill out of hiding on the lower deck, then lead it all the way back along the bottom. The platform on the entrance side has a fragile wall of blocks visible, and it’s these the Banzai Bill must demolish to reveal the Power Moon.
On the bottom level, just above the cloudy pit, there are a series of evenly spaced, small platforms connecting the entrance and Power Moon side with the Banzai Bill and Key side. They’re spaced out just right for running long jumps between every block, with no room for error on the leaps. If you’re going for both moons at once, you can cross on top, grab the Key, then fall to the lower level to antagonize the lower Banzai Bill launcher, then jump back, requiring just eight perfect running long jumps on the way back; if you’ve already cleared the Key Power Moon before, you can cross both ways on the bottom and avoid the Bullet Bill nuisance up top, requiring 16 flawless running long jumps in a row.
Either way, on the way back, don’t worry at all about the speed of the Banzai Bill behind Mario—Mario is way faster than a bullet while running and long jumping! Just focus on timing each running long jump to be from the edge of the current platform, aimed straight forward. On each landing, don’t jump right away, let Mario take a running step across the current platform before pressing Crouch and Jump together at the edge for the next running long jump.
Invisible Road: Rush!
This scarecrow challenge room is found on a precarious shelf hanging down the east slope of Rabbit Ridge, just above the abyss. Beyond the door must be among the scarier sights in the game, at least at first glance: invisible platforms, Poison Piranha Plants, and no Cappy to help.
The first part involves a passage that cuts across the poison below with right angle turns. Past the first plant, turn right, then left, then left. At the halfway point is a spinning cross-shaped platform, with another plant on one of the points.
The purple poison given off by the plants at least provides some guideline for movement, and the rocks provide some form of defense. But it’s probably better to just forego trying to improvise offense with the rocks, and instead focus
on crossing the stage. If there’s a rounded purple splotch (indicating it’s not the very edge of a platform) or a Poison Piranha Plant, it’s a safe area to stand, probably. If there’s a straight-edged purple splotch. Toward the end, beyond the lazy Susan platform, are three Big Poison Piranha Plants. The section around and in between the three big plants is all safe to stand on, aside from near the snapping, spitting plants or upon their poison spit, of course. Solid, blessedly visible ground is also right beside the big plants, a bit raised like a stage. Here, a Power Moon is locked down in a cage. To release it, squash all three Big Poison Piranha Plants.
The one closest to the stage is easy to stomp on with a jump from the stage, but the other two are not. The easiest way to get enough height on a jump near them to stomp their noggins is to run slightly past them on one side, then turn 180 and jump to side somersault up next to them. Steer the side somersault onto the beast’s leafy head. Getting all three down reveals the Power Moon, and the Moon Pipe here leads back out.
Invisible Road: Secret
Look out from the spinning invisible platform halfway across the Poison Piranha Plant room to see a curious cutout in the wall across seemingly empty space. That’s the trick: it’s not empty. There’s a platform running from the spinning cross platform to the hole in the wall. Charge bravely across this space and enter the secret room in the wall to find a treasure chest containing a bonus Power Moon.
Vanishing Road Rush
Tucked away in a crevasse on the back side of the northeast corner of Rabbit Ridge is another scarecrow challenge room.
This stretch is some nightmare vision of Metro Kingdom, where Mario must cross punishing urban environments with a harsh time limit. Hit the P-Switch at the start to begin the first section. Tuck into a roll and bounce across the whole path, curving around the rise in the road ahead on the left. Don’t slow down over the collapsible bridge, just keep trucking. Rolling is much faster with rapid motion shakes than it is with repeated Cap button presses, so keep that in mind.
The next section starts with another switch press. A stair-like section of roads snaps into existence. The steps up are just wide enough apart so Mario can’t fully jump from one to another, but they’re too close together for rolling in between jumps to make sense. The time limit here is very harsh, so Mario must gain some extra speed somehow. The keys are continuous jumps, triple jumps, and tackling forward to reach the next step early when possible. While moving forward at full speed, launching off the ground with a continuous/triple jump gives a little speed boost, as does tackle, as does landing from a high-speed tackle. Keep up the little speed boosts and don’t slow down (don’t hit a wall with a tackle, don’t miss a jump, etc.) and Mario makes it across the roadway staircase to the next P-Switch before the ground gives way.
The closing section is a lot less hard to navigate than the previous two, which required precise and rapid rolling and jumping. This section is just complicated by the presence of, oh, a dozen Sherm tanks! There are so many tanks on this narrow stretch of road that half of them probably shoot each other apart in a crossfire trying to get at Mario. It’s a good thing, because that provides the opening needed to sprint to the finish, beyond a long beam extending out beyond the tanks. Dive for the moon below to finish the challenging sprint.
Vanishing Road Challenge
After the timed staircase road, when the tank rooftop portion of this challenge room begins, spy the right side of the roof to see a series of collapsible platforms stretching off the main path and above it. This is a bit like the stair sequence you just completed, if that sequence was also falling apart while you crossed it, and if tanks were also shooting at you! Luckily, the tanks aren’t really a problem if you keep moving forward, which you have to anyway, because any piece of floor falls away after Mario touches it. Race to the top in a series of well-timed continuous jumps, triple jumps, and tackles, then dive for the Power Moon hovering beyond the fragile platforms. Don’t worry, after grabbing the moon, you should have room to maneuver and land amid all the tanks below.