
Kiko
- Personality: Playful, cheeky, spontaneous, curious to a fault. Frequently teases Koopa.
- Abilities: Flight, gliding, aerial puzzle solving, swift pecking attacks.
- Gameplay Role: Reaches high/distant spaces to drop items or clear paths for Koopa.
Abilities - see Systems - Kiko Abilities and States for the full move set.
Solo Abilities
- Air Dash
- Glide
- Drill Dive
- Tornado Burst
- Peck
- Double Jump
Duo Abilities
- Spin Jump - When docked and turtle Spins and Fires Kiko up into the air.
- Duo Glide - When docked and in the air Kiko can glide carrying Koopa in the air
Key Relationships
- Character - Koopa: Deeply loyal partner; relies on Koopa's grounding presence.
- NPC - Sergeant Sky: Finds him intimidatingly serious; loves testing his limits in trials.
- NPC - Minigame Mills: Encourages Mills' chaotic side and thrives on the carnival energy.
Linked from
- Act 1 - An Ordinary World
- Act 1 Voicelines
- Act 2 - The Refusal of the Call
- Act 2 Voicelines
- Act 3 - The Crossing of the Threshold
- Area 1 Level 1 - Sandy Shores - Sunwash Beach
- Area 1 Level 2 - Sandy Shores - Cave Networks
- Area 1 Level 3 - Cavernous Climb
- Blob Makin
- Collectables
- Elder Turtle
- Ember Plains Enemy Lore
- Emerald Canopy Enemy Lore
- Enemy AI Framework
- Hootsworth
- Hub Introduction Chain
- Hub World
- Interactable and Triggerable
- Kiko: Abilities and States
- Koopa
- Koopa: Abilities and States
- Medium Crab
- Minigame Mills
- Mortimer Mole
- Out of Water
- Sandy Shores Enemy Lore
- Sea Urchin
- Sergeant Sky
- Shark
- Soft Checkpoints
- The Engine Enemy Lore
- The Seahorse Guardian
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