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Zippy and Monroe: MegaMoon Story/1

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PROLOGUE:
DOWN THE RABBIT HOLE

When two pals take a tumble down a tunnel, they find they're gonna have a hard time getting out.

Section Overview

Characters

  • New
    • Zippy P. Platypus: One of the heroes. A plucky purple platypus with a strong sense of justice.
    • Monroe D. Mallard: One of the heroes. A courageous green duck with a sweet ushanka.
    • Millie: A strange blue rabbit-person who finds Zippy and Monroe face down in the forest. Has a kind, charitable heart.

Enemies

  • New
    • Stripe: A striped beetle. He bumps into you, and that's about it. In this chapter you are ambushed by a couple on the way to Lop-Ear Village.
    • Arachula: A hairy spider with large fangs. It's a miniboss in this chapter, but in a chapter or two they become normal forest enemies. It attacks with biting moves that have the ability to poison; it also spits globs of, well, spit from a distance.
    • Weever: A smaller spider that backs up Arachula when he's in trouble. These are easy to dispatch but are fairly strong when they bite.

Items

  • New
    • Bito Branch: A small branch that fell from a tall Bito Tree. They act as swords of sorts, insomuch as that they're used to hit things. Zippy and Monroe are both bestowed one upon entry to the Moonlight World.
    • Healy Shroom: A mushroom plucked from the base of a tree. When ingested, it heals about 20 hit points. Millie gives you a couple of these after the enemy ambush. (SECRET: You can also find a Shroom in Zippy's kitchen, in the fridge.)
    • Detox Root: A nasty tuber from a nasty plant that will flush toxins right out of your body. In this area, Millie gives you one during the battle with Arachula when you are poisoned.

Section Walkthrough

Cutscene: Stargazing

{Open to the night sky, somewhere over a grassy field. Zoom out to show a small house, nestled on the bottom of a hill. This house is an unorthodox one: made out of what appears to be dirt, with a round door and a couple windows on front. Basically, think a hobbit hole since I'm not really creative. Suddenly, the door opens and a stout purple duck walks out.}

ZIPPY: Ahh... what a night to go stargazing!

{Zippy takes in the cold night-time air and walks away from his house. The camera rotates to show a lake opposite to Zippy's house.}

1-1: Let's Getting Use Controls!

For this part of the chapter, you control Zippy only.

After that small cutscene, you are now given free rein. The lakeside area is here to give you a small taste of the controls of this game. A number of sign posts are scattered around the area for you to read, kinda like how Bottles worked in Banjo-Tooie since I'm not really creative. For completeness' sake, I'll transcribe a couple.

The first sign post you'll see is right in front of you, a couple paces forward. Walk toward it and press B to read it.

  • Moving About: "Hey! I take it since you've come up and read this that you know how to move around! Well, just in case, use the analog stick on the Wii Nunchuk to walk—or run—around! The more you tilt the analog stick, the faster you'll go! If you want to inch around, tilt it very slightly; if you want to run full-out, hammer that thing! Anything is possible!"

The next sign post you'll see is on top of a raised ledge a little bit away from the lake. Simply jump with A to get up there and read the sign post.

  • Jumping Around: "Hi! I'm assuming since you got up here that you know how to jump onto ledges! Then again, I can't speak for you, so remember: use the A button on the Wii Remote to jump! Jumping is real useful: you can cross gaps, you can hop up ledges, and you can even hit switches! Isn't it lovely~?"

The next sign post is near the side of the lake, next to a couple crates and rocks. Walk or run over there and read it.

  • Interaction: "'Hoy! I guess since you're reading this, you know how to talk and interact with people and things! If you got lucky, I'll tell you now: use the B button on that Wii Remote you're holding to talk and interact! Depending on the action, a small prompt will appear above your head: if there's a speech bubble, you can talk! If there's a hand icon, you can lift! There's a lot you can do, and I can't tell you all of them, so go out and interact with everything you can!"

Just for safe measure, pick up and toss a couple of rocks and crates. There's nothing inside them, but it's good practice!

The next sign post is on an island in the middle of the lake. Swim over there by getting in the water and moving about as you would on land. Get on the island and read it!

  • Swimming: "Hay! I see that you've managed to swim over here! That's great, but just to be sure, I'll tell you this: swim by moving the analog stick on your Wii Nunchuk! It's just like walking, really! Diving is a bit harder: press the Z button on your Wii Nunchuk to descend into the water! When you're underwater, press the A button to ascend and surface. Otherwise, you can swim just as you do up top! Oh, and don't tell anybody else, but you can jump when you're in the water! That's an easy way to get out!"

There's one last sign that's a tad hidden away. There's a bluff on the other side of the lake with a small crawlspace between a boulder and, uh, another boulder. Beside the crawlspace is a sign post. Read it, why not?

  • Crouching and Crawling: "Huh? Oh, can you crouch? Well, if you can't (or you're pulling my leg), I'll let you know! Press the Z button on your Wii Nunchuk to get into the crouching position! It's a handy maneuver, if only because you can crawl when you're crouching. Just use the analog stick on the Wii Nunchuk like you're walking, and you'll get on the ground and start crawlin'! Try getting through that crawlspace right in front of you: maybe there's something there! Oh, and don't let this get out—it's a trade secret, mind you!—but pressing the Z button while you jump will let you stomp the ground! It's handy when you've got some weak ground under your feet that you need out of the way!"

There is something in the crawlspace, but that can wait for a bit. For now, head back to the lake and collect some stuff. Some secret stuff.

First off, deep beneath the lake is a small tunnel. Fortunately, both Zippy and, as you will see later, Monroe can swim without needing to take a breather, so this should be fairly simple. Follow the underwater tunnel to a tiny little hideaway where you will find a secret collectible: the Mint-In-Box Zippy Figurine! This is one of many MIB Figurines you will find all across the game. Getting them all won't get you any new super powers, nor will it get you some sort of secret ending where Aeris comes back to life. What it will do is a secret to everyone. For now.

After grabbing the Zippy figurine, go back under the water and out of the lake. Next thing you want to do is head back to your house. It'll let you, don't worry! Once you get home, you'll find that it's actually pretty big. This, by the way, is the first time you'll ever see all of Zippy's house in 3D. Sorta like SBCG4AP, in a way! Anyhow, you'll want to head to Zippy's bedroom—you'll find it when you see the pink carpeting—and crawl under his bed to find another MIB Figurine! This one is the Mint-In-Box Monroe Figurine!

Next, head to Zippy's kitchen. Check the fridge and you'll find a Healy Shroom! How did it get there? Nobody really knows, since they grow far, far away.

You can go to Zippy's living room for another, less important secret. You can interact with the television here to see a couple of easter eggs! Other than that, it's not getting you any points or anything.

Finally, you should finish up your business in Zippy's house by heading to his basement to find another MIB Figurine; this one is the Mint-In-Box Zippy and Monroe Figurine Double Pack! It's totally different from those other two you got.

Now, you're finished with Zippy's House, so go to the lake again and head to the bluff. Crawl through the crawlspace and trigger a cutscene...

Cutscene: Rabbit Hole