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.
You May Also Like:
- Super Mario Odyssey – Friendly Targets Detail
- Super Mario Odyssey – UnFriendly Targets Detail
- Super Mario Odyssey – All Enemies Detail
Snow Kingdom Power Moon:
There are 55 Power Moons in Snow Kingdom. 9 Power Moons can be obtained while reinstating the races. All others are listed below.
Entrance to Shiveria
This Power Moon is found in plain sight above boxes to the right of the pipe down into Shiveria Town. Climb the boxes by wall jumping or somersaulting then jump to the moon. If the boxes all get knocked away, just take the pipe back to the surface and return for another shot.
Shining in the Snow in Town
Up on the second-floor balcony of the main chamber in Shiveria Town, down in the ice well, a big pile of slushy snow can be found just past the hanging light fixtures. In a corner under all the snow, a suspicious glowing spot on the ground can be uncovered. Ground pound this spot to jar loose a Power Moon.
Caught Hopping in the Snow!
On the south bank of the kingdom, which is a mostly nondescript white expanse, you can find a rabbit cavorting around a double shelf in the bank. Chase the rabbit and it runs circles around these objects, away from Mario. Rabbits are quick, and can be frustrating to chase, but they can be tricked. Wait until the rabbit here stands still on the opposite side of one of the ledge obstacles, then run to one corner near it. The hare starts running in the other direction, but you already should be, too. Bait it then run around the other way too, catching up and stunning it with Cappy before it has time to readjust. Grab the rabbit for the Power Moon reward.
The Shiverian Treasure Chest
From the main chamber in Shiveria Town, climb the pole to the second floor then follow the path all the way around on the top—past the hanging light fixtures that can be used to cross the gap, and past the piles of snow heaped up on the other side. Climb the ramp up to the high bridge visible spanning above the souvenir shop. Crack open the treasure chest up here to get the Power Moon.
Snow Kingdom Timer Challenge 1
After giving the scarecrow a cap fitting, several circular ice platforms are temporarily revealed in the sea below. On the farthest platform lies a Power Moon. Take a breath to plan your path, then take a running long jump off the edge toward the platforms and begin leaping across. Take care not to plunge into the freezing drink below. Apart from that, if you keep moving forward and don’t fall in, you’ll probably make it in time.
Snow Kingdom Timer Challenge 2
The scarecrow here begins a tense timer challenge nearby. Two floating poles appear out over the water. Mario has to quickly climb the first one, jump to the second one, climb that, then jump from the top to the hovering Power Moon. Complete all that before the objects disappear to add the moon to your count.
The key here isn’t to do anything fancy, it’s to do everything as quickly as possible. Dive jump toward the first pole to avoid as much swimming as possible, shake the controller for fast climbing, and don’t waste movements.
Moon Shards in the Snow
Once the weather clears up, five moon shards can be found outside spread about. Collect all of them and the assembled Power Moon appears near the Above the Ice Well warp flag. The moon shards are located as follows:
- On a ledge on the southeast bank
- On an ice platform just above the water, east of well
- Underwater in the center of a ring of coins in the northwest sea
- By the updraft spigot at the base of the Odyssey’s platform
- Atop an ice ledge watched by a Ty-Foo, next to the well
Taking Notes: Snow Path Dash
This timer challenge begins with a music note found on an unassuming ledge northwest of the ice well entrance, and ends on another unassuming ledge, northeast of the ice well. In between, Mario has to rush straight up the sloped hill, run over the length of the high bank collecting a curved swoop of notes, then rush down another hill, collecting notes along the way. Keeping a roll under control during the straight stretches helps speed collection up.
Fishing in the Glacier!
In the southeast corner of the kingdom, Lakitu can be found calmly fishing above a small glacial pond. Capture Lakitu to try Mario’s hand at fishing. Fish shadows can be seen just below the surface. Tap a Cap Throw button to lower the lure into the water, then wait for signs that one of the fish has noticed. Shadows move at first, but then they tug at the line, with motion control feedback to add some oomph to the cue. Use motion controls to tug upward, beginning the reel-in process. Catch the bigger shadow here to produce a Power Moon.
Captain Toad is Chilly!
To the extreme north, in a snow-clogged stone bivouac, you find Captain Toad holed up against the elements. Dig him free and say hello and he gives over a Power Moon for the consideration.
I’m Not Cold!
One of the Shiverians in town, right across the way from the souvenir shop, wants to see the ultimate in uncompromising and aerodynamic tundra racewear: underwear. Yes, it’d take a hearty individual indeed to brave the elements in skivvies here. Acquire the Boxers (in the store for a cool 1000 coins—they must be comfortable), change into them, and greet the Shiverian to inspire him into coughing up a Power Moon out of respect. Now change back into the Snow Hood and Suit before Mario catches a cold out there!
Shopping in Shiveria
Like in most regions, the souvenir shop here sells one unique Power Moon for 100 gold coins. Pick it up whenever it is convenient to add to the moon total for the kingdom.
Walking on Ice!
This is found in the room right by the Corner of the Freezing Sea warp flag. A chilly Koopa inside gives you a little footwork challenge: walk in a triangle path of three straight lines, all along an icy floor. The Koopa scores your performance at the end, based on how well you trace the triangle. The target score is 80 points, and if you fail you can simply try again, correcting for error spots on prior attempts.
Snowline Circuit Class S
Return to Snowline Circuit later after conquering the first race to take on fiercer competition. It’s the same course, a series of banked left turns, tricky straights with some curveballs strewn about, and seven other bouncing, roly-poly Shiverians looking to body check Mario off into the slush. Win this higher-octane race to score yet another Power Moon.
- It’s tricky, navigating the angled straightaways without bounding sideways off the course. It’s OK to not bound if you’re not sure about the exit angle.
- Competitors are much more serious this time.
- Ideal bounds take you right over tricky curves in the track.
Dashing Over Cold Water!
This challenge room is easily found just by swimming to the western island, inhabited by little blue penguins and drifts of snow. It won’t be so easy once you’re inside. The path ahead is a shallow, crystal-clear lake of chilly water with no platforms. Across the surface are Rocket Flowers and spinning Moonsnakes. Grab the first Rocket Flower to begin skating across the top of the water, rocket-powered. Move on down the path, jumping over Moonsnakes as needed and grabbing fresh Rocket Flowers on the go with cap throws. When barreling toward the sheer snow wall, make sure you snag a fresh Rocket Flower just beforehand, and plow straight upward to the Power Moon.
Dashing Above and Beyond!
Inside the Rocket Flower challenge room, as you rocket over the first sheer wall and toward the first Power Moon and exit pipe, don’t veer at them. Jump past them, over a small ledge toward a slope that’s almost totally vertical. Mario can keep zooming straight up it, as long as a Rocket Flower is still active. Running straight up the wall, watch out for one final trick—a brief gauntlet of obstacles that forces you to zig-zag to the center, the edge, then back to the center while running up a sheer surface. Make it past these blocks, though, and you’re home free at the top, ready to grab the bonus Power Moon up here and greet an admiring Shiverian fan. If you still need the Power Moon below, fall down and grab it. If not, there’s an extra exit pipe up top.