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Zippy & Monroe: Megamoon Story/2

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Controls

Controlling the two heroes is easy enough. Here, I will guide you on how to guide them to their destinies...

BASIC CONTROLS

  • Start Button: Switch place
    • This technique is useful, especially when you need to use a special ability. Be sure to keep this in mind.
  • A and B Buttons: Use ability
    • The A button uses the ability of the person in front, while the B button uses the ability of the one in back. Both share the Solo Jump ability, which lets them jump. The other powers they have are different, and will be gone over in their own sections.
  • L and R Buttons: Switch ability
    • The R button switches the ability of the person in front, while the L button switches the ability of the one in the back. Pressing both simultaneously will return both abilities to the Solo Jump.

ZIPPY'S ABILITIES

  • Solo Jump
    • Lets Zippy jump. Shared by both.
  • Solo Stick
    • Zippy bashes whatever is in front of him with his stick. Shared by both. Can only be used after retrieving the Boomerang.
  • Solo Wind
    • Zippy fires a blast of wind from his hand. Acts similarly to Monroe's Solo Water. Can only be used after obtaining the Stormhand.
  • Spring Jump
    • Zippy uses Monroe as a springboard and launches both into the air, achieving what can be called a high jump. Can only be used after learning the technique.
  • Monroe Dunk
    • Zippy uses his stick and shunts Monroe under the ground. In this state, Monroe is able to tunnel under certain gates and gather items from under the ground. Can only be used after learning the technique.
  • Gale Force
    • Zippy pushes Monroe away with a gust of wind, allowing Monroe to push down heavy targets. Can only be used after learning the technique.

MONROE'S ABILITIES

  • Solo Jump
    • Lets Zippy jump. Shared by both.
  • Solo Stick
    • Monroe bashes whatever is in front of him with his stick. Shared by both. Can only be used after retrieving the Boomerang.
  • Solo Water
    • Monroe fires a burst of water from his hand. Acts similarly to Zippy's Solo Wind. Can only be used after obtaining the Wavehand.
  • Flutter Jump
    • Monroe carries Zippy with him as he flutters across the air, letting the duo cross gaps too far to jump across. Can only be used after learning the technique.
  • Mini Zippy
    • Using his stick, Monroe turns Zippy small. Zippy, in this state, can get through small holes and crawl into lowered passageways. Can only be used after learning the technique.
  • Tide Force
    • Monroe traps Zippy in a whirlpool, and can use him to cross water. Can only be used after learning the technique.

The Story - Enemies