

Hit ZL or ZR when you’re about halfway across to let go, land on the platform and collect the Push-Block Peril power moon.At the very end of the stage, move back and forth between the two power nodes above the platform with the power moon.Then jump onto the one above it that’s pushing out.) And in the final salvo of blue push-blocks, wait until the one you’re standing on below starts to move into the wall. In short, time your jumps carefully so that you land on the blocks either as they’re just pushing out. Make your way through the entire course.The next two power moons are located behind the red shaped door on top of Top-Hat Tower (which looks like a lighthouse to us). On top of Top-Hat Tower The red door on top of Top-Hat Tower Nintendo Collect the Slipping through the Poison Tide power moon at the top.Turn around and hop onto the platforms on the wall.Fly through the broken section of fencing.Use Cappy to inhabit a flying Goomba, and fly underneath the platform at the far end of the room (where you collect the Skimming the Poison Tide power moon).Power moons 1-11 are available before you finish the campaign, while power moons 12-17 are only available after your final confrontation with Bowser.
#HOW TO CAPPY JUMP IN SUPER MARIO ODYSSEY 64 HOW TO#
This may take a lot of practice – but there are many different ways you can combine the Cappy dive jump to reach new areas, find shortcuts, and more.Cap Kingdom map Nintendo via Polygon How to find all Cap Kingdom power moons Note that Cappy can’t be bounced off of more than once – Mario will just dive straight through the cap on his next jump. You can now repeat the process of turning a ground pound into a dive to gain additional forward momentum.Since Mario is no longer diving, you can then throw out Cappy again if you need to change direction (throwing Cappy will allow you to pivot by holding the control stick in whatever direction you need to face).As long as you are quick to hold down Y again, Cappy will remain in position for Mario to bounce off of him, gaining a new small jump and resetting him from his diving position. As he flips, let go of Y, and tap and hold it again fast – and Mario will go from a ground pound into a forward dive.Immediately press the ZL or ZR to cause Mario to stop his momentum and flip to perform a ground pound.It’s crucial you hold down Y, because you need him to stay in place as long as possible.


