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Donkey Kong Country 2: Diddy Kongs Quest #26 - Krem Quay

Krem Quay - Walkthrough

Donkey Kong Country 2: Diddy Kongs Quest #26

Krem Quay

World: .Krem Quay is the third world found on Crocodile Isle. It is a dark polluted swamp with a broken shipwreck. Once a major port of Crocodile Isle Krem Quay became abandoned and turned into a murky swamp. There are broken down ships and pieces of rigging scattered about the world, from the once prosperous port. Glimmer the angler fish makes his only appearance in this world. Kudgel is the boss of the world.

1. Barrel Bayou, Krem Quay

Enemies: Neek, Klomp, Flitter, Klobber, Kloak, Zinger, Click-Clack

"K": Fire straight up from the first Rotatable Barrel, and you are in business!

"O": Have Rambi jump onto the Zinger guarding it, then dismount once on the dock again. Either a Spin Jump or Cartwheel Jump can nab your goodie, but do not land in the Rotatable Barrel and leave Rambi behind!

"N": Sometimes covered up by one of two Click-Clack-throwing Kloaks, you should get rid of these two ghostly goons first, then toss your partner up to the "N" when it is safe. If a Kloak is Kloaking the "N" upon being nailed by a Team Throw, you will get the letter automatically. You must use a Team Throw Attack — the first two baddies after the DK Barrel beyond the "No Rambi" Sign are the very Kloaks you are dealing with, so you should have both partners when facing them. You could use Click-Clacks, but you will need to be quick about it, as they could recover in your hands and automatically get knocked off the screen while you plan your shots!

"G": Yikes, this letter is hard to get. Carefully use the moving Arrow Barrel to capture your prize without falling into the swamp below.

DK COIN: Just get Rambi safely to the "No Rambi" Sign. Be careful.

RAMBI CRATE: Past the first Green Krochead (watch out, he sinks), beyond the level's first Zinger. I do not recommend the Krochead (too risky), but the sequence of four Rotatable Barrels or a jumping Helicopter Spin can get you to Rambi without getting stung by the Zinger. I say go with the Rotatable Barrels every time to avoid hassle. When you land in the third Rotatable Barrel in the sequence, fire downward diagonally to the left to break Rambi's crate. After mounting your rhino friend, jump into the fourth Rotatable Barrel and fire through the horizontally-placed trio of Bananas to flatten the upcoming Zinger and move on.

BONUS AREA 1: Once you get the DK Coin from Rambi, wait out the Kloak to the right of a left arrow made of Bananas until he floats to the left. Stalk him, keeping him on your screen at all times, until Kloak stops and hurls a Chest at you. Destroy the Kloak with it, then pick up the Kannonball that appears and jump left, off of the pier, and into the Bonus Kannon. TO COMPLETE: Kannonball your enemies in less than 15 seconds by jumping and throwing the Kannonball up underneath the flying fiends.

BONUS AREA 2: After the letter "G," use a quick but careful Team Toss to snag the Bonus Barrel before Kloak summons a Zinger to block your shot. TO COMPLETE: Use the Rotatable Barrels to find the Kremkoin before it is too late. MAJOR TIP: You do not need the last Rotatable Barrel to get the Kremkoi.

2. Glimmer's Galleon, Krem Quay

Enemies: Klomp, Flotsam, Shuri, Puftup, Lockjaw, Spiny

"K": When you see the first two Jetsams (my name for Green Flotsams), keep going up and right, then stop below the arrow of Bananas you see in the crates ahead. From here, swim upward, avoid Lockjaw, and swim up and to the right, as fast as you can, until you reach the crevice with the "K" inside it.

"O": After the first pair of Bananas in the level, keep carefully swimming up until you can swim no higher, then swim right to the alcove where the "O" is resting. Watch out for three Lockjaws on the way up, and be patient! However, do not be surprised if you lose a monkey trying to get this letter — it is very hard to get to in one piece, but you can get it with both Diddy and Dixie intact.

"N": Wait til after the self-destruction of the Puftup to the left of a curved Banana line leading upward, then when you are ready, follow the Bananas upward. Create a diversion to lure Lockjaw away, then bag the "N".

"G": After a massive storm of Pink Shuris, you will find a Puftup blocking a narrow passage. Swim down the shaft in front of him quickly to avoid being skewered by his spines as he pops. See a lone Lockjaw up ahead? he is guarding the second Bonus Area below him. Sneak over him, then left underneath him as he swims away, and follow the Bananas to the Bonus Area entrance before Lockjaw catches up and scarfs you down! Upon exiting the Bonus Area, swim back up and right without getting eaten by the hungry Lockjaw and swim straight up as carefully as you can until you see a Puftup about to explode. Get out of the way of his spine attack, then swim right and upward, dodging the two Lockjaws above, and get your letter. Once you have it, GET OUT OF THERE!

DK COIN: Go above the entrance to Bonus Area 1, then swim right into a secret chamber with a "3" made of Bananas. Swim all the way right, then straight up, into another secret chamber with the Hero Coin to the left of a "4" formation of Bananas.

GLIMMER: Appears shortly after the Klomp.

BONUS AREA 1: Swim right at the start, then straight up, following the Bananas, to locate Bonus Area 1. TO COMPLETE: Feel your way to the Kremkoin in the dark passage.

AREA 2: See "G" TO COMPLETE: Feel your way to the Kremkoin in the dark labyrinth. NEVER follow the Bananas here, as they will lead you astray!

3. Krockhead Klamber, Krem Quay

Enemies: Kutlass, Zinger, Flitter, Kaboing, KrocHead, Klinger

"K": Wait for the Flitter to swoop underneath the "K" before stepping on him.

"O": do not sink with the Krochead underneath this letter!

"N": A well-timed Flitter jump past the first Klinger is all you need, but do not fall in!

"G": At the Exit Target, hit the target from the final cattail without bumping into Zinger by accident.

DK COIN: At the start, take out the Kutlass, then hit the UPPER Zinger with the DK Barrel. If you hit the lower Zinger by mistake, use a careful Helicopter Spin to glide under him and reach the other side unhurt. Now slug any of the three remaining Zingers with the Chest to get a 1-Up Balloon to collect, then Cartwheel or Spin Jump left, following the Bananas, until you land on either a Flitter or the platform ahead. Now it gets tricky. Team Throw your partner up and over the first pair of Zingers WITHOUT JUMPING, then jump and throw over the other two. This is because you cannot really see where you are throwing your partner as you jump, so jumping and throwing over the first two Zingers could cause your partner to hit one of the other two Zingers. Once past the four Zingers, use the Chest to exterminate them all for your DK Coin reward! Now jump into the Auto-Fire Barrel to propel yourself back onto the main path.

SQUITTER: In the Bonus Area.

BONUS AREA: At the Continue Barrel, you will see the "No Squitter" Sign beyond an Arrow Barrel. Stand between these two objects, then jump and throw your monkey straight up through an arrow of Bananas. TO COMPLETE: Have Squitter wipe out the Zingers and you are good to go!

4. Rattle Battle, Krem Quay

Enemies: Kaboing, Zinger, Flitter, Kannon

"K": A normal Rattly jump can get this easily at the beginning, but do not get cocky, or the Gray Kaboing will smash into you!

"O": Can you time your jump correctly so you land on the rotating Zinger when he is just passing underneath the letter, then bounce from him to the other bug to land on the deck beyond?

"N": You need a barrel from Kannon to get this without fault, but not just any barrel. Wait until he fires one very slow barrel, then bounce from it.

"G": Beware of four Kaboings and Kannon's barrels when nabbing this last letter, at the top of a stack of several giant barrels.

DK COIN: See the Zinger after the letter "O" protected by a barrel stack? Deal with him first, then dash off this stack (or the edge of the lower deck) at top speed, jumping in midair as you fall to find your Hero Coin, marked by a lone Banana hidden in the wreckage. you will be launched to the upper deck when you get the Hero Coin.

RATTLY BARREL: cannot miss it.

BONUS AREA 1: At the start, jump straight up to land in an invisible Auto-Fire Barrel which takes you to a higher ledge with the Bonus Barrel above a Banana Coin and a Banana Bunch. Team Throw up into the Barrel. TO COMPLETE: Climb the barrel stacks until you find the Kremkoin.

BONUS AREA 2: Past the first horizontally-patrolling Zinger, clear out the Kaboings, then drop into the "gap" ahead instead of stomping the Kaboing on the other side. From here, walk left into the hidden Bonus Barrel. TO COMPLETE: Use the Zingers as stepping stones to reach the Kremkoin at the end of the area.

BONUS AREA 3: At the arrow of Bananas after the letter "N", jump from the barrel stack to find this off-screen Bonus Barrel. A high normal jump from Rattly can get this too if you jump from the barrel platform. TO COMPLETE: Use Rattly to snag every Star before the clock reaches zero. Super Jump if you need to to reach any stragglers you missed with normal jumps, but be quick about it.

5. Slime Climb, Krem Quay

Enemies: Snapjaw, Click-Clack, Kruncha, Klomp, Klinger, Kannon, Zinger, Flitter, Neek

WARNING!!!: The sinister Snapjaw lurks in these waters, so be on your toes – or he just might bite them off himself!

"K": Avoid both Snapjaw and any Click-Clacks you didn't defeat before now as you Cartwheel or Spin Jump to the letter "K."

"O": To evade the hard way, Team Throw up to the first Auto-Fire Barrel you see. Believe me, it will save you a lot of trouble!

"N": When you jump to the rope cluster after the one with the level's third arrow formation of Bananas, grab the "N" at the bottom quickly!

"G": Climb the rigging beyond the first two Yellow Klobbers, defended by a Kruncha at its bottom. At the top, do not jump to the shorter upper sail with the Kannonball just yet, as that will cause the water level to rise. First, go under the first Klomp-occupied mast platform above you and all the way to the end of the longer lower sail you ended up on from climbing the aforementioned rigging. Now look to your left to find two or three Bananas above the water's edge. Following the Bananas as best you can, have Dixie use a jumping Helicopter Spin to the left to gain a huge lead on Snapjaw as you charge to the location of the "G," jumping out of the water if you land in it. Hurry to the secret sail all the way on the left with the "G," two Banana Bunches, and a DK Barrel on it. Upon getting everything, do not get eaten by Snapjaw as you backtrack to the previously noted lower sail you started from. Diddy can reach the "G" by starting with a Cartwheel Jump, but it is best to use Dixie, if you have her. Once on the right side again, go up to get the Kannonball on the upper sail and continue on your quest.

DK COIN: At the place where the Bonus Kannon spits you out, Team Throw to the "!" Barrel above you (or bounce off a Click-Clack if you've lost your buddy). Now charge to the Exit Target as fast as you can, without landing in any Barrel Cannons, and dive into the water under it. Swim right to find the Hero Coin, but be quick in getting back out or Snapjaw will turn you into a monkey snack once you lose your invulnerability!

BONUS AREA 1: Stomp, Cartwheel or Spin Attack the Kannon right past the Continue Barrel as he pauses, and get the "!" Barrel he covered up. Now jump into the water and follow the Bananas downward to the Bonus Barrel before your invincibility wears off. TO COMPLETE: Get all of the Stars without falling or running out of time!

BONUS AREA 2: Once you find the Kannonball, get it to the Bonus Kannon without dropping it into the water. TO COMPLETE: Use the DK Barrel and the Kannonballs to crush your foes and get the Kremkoin at the top.

6. Bramble Blast, Krem Quay

Enemies: Zinger, Klampon, Click-Clack, Flitter

"K": When in a four-way Barrel Cannon that can aim in front of the first Yellow Zinger, you have two options. If you fire downward left, blast downward right and then upward right. Should you choose to fire downward right, shoot downward left and then back again.

"O": After passing the second Zinger in the level, I have found at least two methods of capturing this letter. Method One: after escaping the Zinger, shoot downward right and then upper-right. Method Two: take the upper-left Barrel Cannon chain until you end up in a four-way Barrel Cannon that can aim at a line of Bananas on the upper-left as well as the letter "O" on the lower-right. Shoot downward right to get the "O".

"N": Blast to the second Normal Barrel Cannon after the Continue Barrel, right after a pair of Bananas. From here, fire straight up.

"G": you will get it coming out of Bonus Area 2. The Rotatable Barrel cannot reach this sky-high prize.

DK COIN: Get Squawks (while carrying the Kongs, Squawks can rest on horizontal or diagonal thorns beneath you without harm if you do not hit the start of a vertical stretch), then fly up and left to a single Yellow Zinger flying up and down to protect a small chamber. Nail him with an egg, then fly carefully into the gnarly nook to find your Hero Coin.

SQUAWKS: do not bounce the level's only formation of four Flitters except the first one, then bounce off him left into the gap below. A Barrel Cannon pair will shoot you right into Squawks's talons. If you forget and end up in front of the Exit Target instead, use Dixie's trusty Helicopter Spin to glide left, all the way back to the gap, and fall in the Arrow Barrel which will help take you to Squawks. What if you do not have Dixie at the end of the level? If you landed in front of the Exit Target, walk right until you hit an invisible barrier, then make a short hop to break an invisible DK Barrel! Now switch to Dixie and glide left to the Arrow Barrel Cannon without landing on the Exit Target by mistake.

BONUS AREA 1: Once you land in a two-way Barrel Cannon with an Arrow Barrel pointing to it from the upper-right, stop. What follows is a direct line to the Bonus Barrel, so pay attention to these instructions. From the two-way Barrel Cannon I mentioned earlier, fire to the upper-left, then the upper-right. You should be inside a four-way Barrel Cannon up to this point. Shoot upward right from here, launching yourself downward right soon after. Are you in a three-way Barrel Cannon with the thorns to your lower-right? If you are, shoot to the upper-right, and then the upper-left. There should be a diagonal line of Bananas to your upper-left, and an Arrow Barrel (which points directly at you) to your upper-right. Fire upward left twice, then downward left straight into an Arrow Barrel which takes you to a two-way Barrel Cannon. Instead of firing at the lower-right Barrel Cannon to proceed through the Banana trail out of the chamber, fire downward left, then downward right, and finally, downward left. Congratulations you've found it! That was not so hard, was it? It helps to have a guide handy. TO COMPLETE: Find the right path to the Kremkoin in a giant maze of Barrel Cannons! Take the bottom route until you cannot do so anymore (seven Barrel Cannons in a row), then shoot to the upper-left twice. Blast upward right twice; follow this with a downward right launch. From the Barrel Cannon you land in, go to the lower-left, afterwards the lower-right, and finally to the Auto-Fire Barrel on the upper-right.

BONUS AREA 2: Get Squawks and fly the upper passage you find him in until you find a single Red Zinger circling around. Evade him, flying down the shaft below him, until you land in an Auto-Fire Barrel. Inevitably, you will get in without getting choked by the thorns around you in the narrow shaft! TO COMPLETE: Fly Squawks to the end of the passage. Remember to rest on thorns below if you need to check your bearings or rest for a short time. The "No Squawks" Sign will transform your fine feathered friend into a Banana Bunch.

7. Kudgel's Kontest, Krem Quay

Enemie: Kudgel

Kudgel: Some big giant relative of Klubba, Kudgel is not out to ask you for money. He wants to smack you with his enormous club (that is if he does not smoosh you with a strong stomp)! For the first half of the battle, he jumps so high into the air that he disappears from view. When he lands (where you were last standing), an earthquake will rattle the ground and stun you briefly if you do not jump in time as Kudgel falls. After two more jumps, he will swipe at you with his club, shake a TNT Barrel out of the trees, and jump off-screen (be sure to give him room to swing his club without bashing your brains out). When he lands (which won't cause a shockwave), throw the TNT Barrel at his head, but do not throw too soon or too low, or Kudgel will deflect the explosive Barrel with his club. After each hit, Kudgel lands faster.

When hit three times, Kudgel changes his jumping trajectory slightly, leaping straight at you instead of vanishing into the trees, stunning you if you do not jump. When he jumps three times in a row after landing, another TNT Barrel will fall from the sky due to one of his short hops. Smack Kudgel three more times to end this battle, but do well to remember that he jumps faster with each consecutive hit to the head.

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