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Donkey Kong Country 2: Diddy Kongs Quest #26 - Lost World

Lost World - Walkthrough

Donkey Kong Country 2: Diddy Kongs Quest #26

Lost World

The area which can be accessed through Klubba's Kiosk. These are considered to be the toughest levels in the game.

NOTE: If you win a Bonus Area in the Lost World, you will be awarded a DK Hero Coin instead of a Kremkoin.

The Lost World first appeared in Donkey Kong Country 2: Diddy's Kong Quest and again in Donkey Kong Land 2. The player can only access it after collecting all 75 Kremkoins. After giving them to Klubba, the player will have access to these levels, each are considered to be challenging.

Donkey Kong Country 2: Diddy's Kong Quest

The Lost World is found inside of Crocodile Isle. It has a bizarre climate, with some of it being jungle, while others being volcanic or frozen caverns. In the center of it, is a large volcano called Krocodile Kore, which is shaped like a Kremling head. It pumps out an upward stream of blue, purple, and white energy that powers Crocodile Isle.

If the Kongs can manage to collect all 75 Kremkoins and clear the levels of the Lost World, the mouth of the Krocodile Kore will open and they Kongs can enter. Inside there is a palace with an altar, treasure and armored Kremling statues. Diddy Kong and Dixie Kong will face Kaptain K. Rool once more. Once defeated, the Kore will explode due to excessive energy build up and explode while sinking the island.

1. Jungle Jinx, Lost World

Enemies: Klampon, Zinger, Kutlass, Spiny, Flitter

"K": Bounce from the first set of replenishing Tires for enough loft, but do not land on the spikes!

"O": At the first Flitter, drop down and look left to find the letter "O". From here, do a Cartwheel Jump or Helicopter Spin Jump left to get it and land in the Bonus Barrel further left.

"N": After climbing the first series of spiky platforms with the Tires, smoosh the twin Klampons and wait for a Tire to roll underneath a line of three Bananas. When the Tire starts to wheel off the spikes beyond this line, bounce from it to the next tire to bag the "N."

"G": Use the level's only Klobber (who is Yellow) to clear out the last Zinger, who covers up a Normal Barrel Cannon. You need the right shot from this Barrel Cannon to win the "G" on the Exit Target. To do this, hold your fire until you see the Banana Bunch just before the "G" show itself. As you launch, aim to the right, following the Bananas, to hit the Exit Target with enough force to award you the last "KONG" Letter in the level.

BONUS AREA: See "O" TO COMPLETE: Take out every Flitter with your Team Throw Attacks. Watch out for Zingers — if you throw your partner into one of them, you will have to break open the DK Barrel in the Bonus chamber to get that monkey back! If you already broke the DK Barrel and you smash your other primate pal into a Zinger, it is impossible to win the Hero Coin, so leap into a Zinger and get back in the Bonus Barrel again for a fresh new DK Barrel.

Enemies: Zinger, Klampon, Klobber, Spiny, Krook, Neek, Flitter

"K": Use the level's first Klobber (he is Yellow) to bulldoze the Yellow Zinger just in front of the level's only Red Zinger. do not step on this Red Zinger trying to nab the "K!"

"O": Another careful jump is required, but this time, you have to vault over a Yellow Zinger! Dixie comes highly recommended here, with her trusty Helicopter Spin.

"N": At the ice block platforms below the Klobber attack zone (the right Klobber is Yellow, the left Klobber is Black), go along the right wall as best you can, squashing any Neeks on the platforms, to fall to the "N". Good luck escaping the Zingers to the left.

"G": Right before the Bonus Area.

BONUS AREA: The level's only Flitter marks the easy-to-miss side passage with the Kannonball. If you land on him as you fall, immediately bounce off him to the right to get your footing, but be sure to stun the sneak-attacking Yellow Klobber guarding the narrow passage to the right. Pick the Klobber up, haul him over to the twin Zingers ahead, then throw him into both of them (if Diddy is throwing, he has to jump slightly when just a few inches from the buggy beasts, while Dixie does not need to jump at all from this same position). If you only hit one of the Zingers instead of both, take care of the other Zinger with the Chest. Should the Klobber run off the edge and disappear before you reach the Zinger duo, leap over both Zingers and use the Chest to destroy one hornet, and the Kannonball inside for the other. Take the Kannonball all the way to the letter "G" and wipe out the trio of Zingers and the trio of Klampons who get in your way until you reach the letter. At this point, head right under the Klampon slope and smash through the second trio of Zingers and load the Bonus Kannon. TO COMPLETE: Go down to the end of the sloping Zinger-infested passage to the Hero Coin before all of the time runs off the clock. This is very simple if you use Dixie and her nifty Helicopter Spin to avoid the bothersome bees.

3. Klobber Karnage, Lost World

Enemies: Klobber, Kaboom, Zinger

"K": Atop the first hill, marked by six Bananas below its summit. First deal with the three Green Klobbers who get in your way by tricking them into running onto the spikes you jumped over to get here. You will need to execute a well-timed Spin or Cartwheel Jump to do this successfully, but I say that the Cartwheel Jump is best recommended for this job. With the Klobbers gone, return to the hill, climb the left side of it, and use the Dixie Barrel for a sure-fire way to claim the "K". Just prepare to evade or defeat the level's first Yellow Klobber upon landing on solid ground again!

"O": Do you still have Dixie after beating the first Black Klobber? If not, just land to the right of the Dixie Barrel and Cartwheel Jump to the letter itself.

"N": Fire straight up from the Rotatable Barrel quickly but carefully just before the Barrel Cannon can pass underneath the token.

"G": You need to fire even MORE carefully for this letter! Launch from the timed Barrel to the main Barrel after it passes through the twin Zingers.

BONUS AREA: Beyond the Exit Target. Leap into the last Diddy Barrel with Diddy and launch yourself to the right to find your Bonus Barrel. Without him, bring the final Black Klobber to the lone Banana beyond the Target and set him down. Hold down Y seconds before he prepares to attack, then use his scary, red-eyed head as a springboard to soar into the invisible Bonus Barrel. TO COMPLETE: With the help of two "!" Barrels, wipe out every last Yellow Zinger, and the DK Coin is yours! Just do not get trapped on the spikes below when your special power wears off!

4. Fiery Furnace, Lost World

Enemies: Spiny, Kutlass, Klampon, Zinger, Krook, Flitter, Cat-O’-9-Tails

"K": do not be prickled by Spiny when taking this letter from high above him after the first four hungry Klampons.

"O": Fly through this with a Steerable Barrel before time runs out. you will have to avoid the DK Barrel to do this properly.

"N": You have less than two seconds to shoot from the first diagonally-angled Steerable Barrel to this letter without crashing into the moving upper Zinger. As you wait for him to fly low enough prior to launch, edge the Steerable Barrel straight upward a little, directly to the right of the lone Zinger you went under to get here, then fire manually just after the moving Zinger starts to sink down. If you hit Right on the Control Pad at the same time you launch, you should bag the "N" and land on solid ground afterwards. it is a tricky move to make, but if you land on the ground with no letter (or go under the moving Zinger and his comrade), just get rid of Kutlass and Cartwheel Jump or Helicopter Spin to the letter from his perch. do not get stung!

"G": Beware of the Cat-O'-9-Tails duo on a small hill -- one on top, one on bottom. Get the top one off the summit and grab your letter with an upward Team Throw. If you have enough guts, you could take out each of the spinning sneaks before even trying to capture the letter "G," but I say that approach is unwise, as the enemies cannot threaten you once you are on the recently-deserted summit. Also, this level is hard enough as it is.

BONUS AREA: Try to keep your partner alive until the final Steerable Barrel, parked above a vertical line of Bananas and guarded from underneath by a single Cat-O'-9-Tails shortly before the Exit Target. There are two methods for reaching this special Barrel Cannon. Method One would be to trick the cunning cat monster into spinning to the left into the lava, then toss your partner up to the Steerable Barrel with a jumping Team Throw when he is out of the way. Method Two is for if you have only one Kong on hand when you get here. Jump onto this same Cat-O'-9-Tails's head as he spins to snag you in his tails. Use Left or Right to limitedly aim so he throws you into the Steerable Barrel if you are careful. When either procedure is finished, steer your Barrel Cannon right, following the Bananas, then fire at the Bonus Barrel when in range. TO COMPLETE: Guide your Steerable Barrel to the Kremkoin, avoiding Zingers and not getting tangled in thorns. The thorns do not harm you when you are in the Steerable Barrel, but they will slow you down if you scrape their left and right sides.

5. Animal Antics, Lost World

Enemies: Neek, Zinger, Kaboing, Kannon, Lockjaw, Flotsam, Shuri, Puftup, Mini-Necky, Flitter, Klampon

WARNING!!!: Watch out when you get the Squawks Barrel -- the wind moves back and forth when you become Squawks and enter the chamber on the right. Tap the Control Pad without the Y Button to fly slower, and hold whichever left or right directional button you want the wind to blow you toward, holding down Y to swoop nearly-uncontrollably fast.

SHORTCUT!: Not exactly a shortcut passage per se, but is still a time-saver in this dreadfully difficult level. If you point Rambi forward at the level's beginning and hold A for several seconds after breaking the hidden DK Barrel at the starting gateposts, you will charge harmlessly into Enguarde's area if you let him charge straight ahead and not interfere with his blitz.

"K": you will have no trouble getting this as Rambi, if Kannon does not shoot you full of holes with his Kannonball salvoes, that is. Be sure to drop into the lower crevices if need be to ease your objective to evade the deadly black spheres of doom. Slowly but surely close in on the Kremling and, as soon as it is safe, knock him down and out with your horn.

"O": Take Enguarde to the bottom of where you start out and clear out the first Lockjaw as you swim left into a secret chamber with a Rare logo made of Bananas! Go up and right to locate the "O."

"N": As you fly up and right in Squawks's area, slowly egg-smack the Yellow Zinger flanked by two Red Zingers, then, with the help of the wind, drift between the double Red Zingers, get the "N", and float left again onto the main route. If the treacherous winds intend to bash you into the thorns after grabbing the letter, tap Left on the Control Pad to fight it gently until you creep back out of the danger zone and onto the main path again. (You can also use Up to steady yourself or Down to sink down if you are too close to the upper Red Zinger)

"G": Two rapidly patrolling Red Zingers buzz around below this letter at the end of Rattly's area, beyond the "No Rattly" Sign. you will have to fire up and right from the Arrow Barrel Cannon after the rear Zinger passes over it to reach high ground, then back up until you barely see the Red Zingers' heads hit the wall with each pass. You should be covering up the center of an open, toothy plant, between two trees in the background, for the ideal trajectory. Right after the first Zinger hits the wall with his face, have Diddy do a running jump to the letter from where you are standing. Once past the Zingers, use Right to steer so you miss the spikes Rattly previously jumped over. Dixie's Helicopter Spin is massively helpful in getting this final letter.

RAMBI BARREL: At the start.

ENGUARDE BARREL: Take Kannon out (carefully, he fires Kannonballs, which Rambi cannot deflect), then traverse right ahead to find your swordfish.

SQUITTER BARREL: At the Continue Barrel.

SQUAWKS BARREL: do not get spiked getting this.

RATTLY BARREL: At the end of the brambles in Squawks's area, where the wind dies down completely. Rattly will give you a dinky little Banana Coin for all of your hard work.

BONUS AREA: At the end of Squitter's area, avoid the Arrow Barrel with a well-placed platform web directly above it, then jump to the web, using a big jump, to vault over the hump to the right. Run to the right until you fall into the Bonus Barrel you seek. Use as many platform webs as you need to reach your destination. TO COMPLETE: With the help of platform webs, Squitter must scale the spiky shaft and shoot down the first four Zingers. When you become Squawks, finish off the rest of the enemies with your eggs. Once you are all done, the Hero Coin will be waiting at the top of the shaft.

6. Krocodile Kore, Lost World

Krocodile Kore.Krocodile Kore is the location of the final boss of Donkey Kong Country 2: Diddy's Kong Quest, Kaptain K. Rool. It is also the final level of the Lost World after completing all of the other levels in the Lost World.

In Donkey Kong Land 2, it would be resurrected with the rest of Crocodile Isle. The geyser however, would no longer pump energy. It would get sunk to the bottom of the ocean again at the end of the game.

Location

After completing every level in the Lost World, the strange Kremling-shaped volcano located in the center of the Lost World will open its mouth, revealing the entrance to Krocodile Kore. Krocodile Kore is an shrine-like area with old Kremling relics and a geyser that pumps odd blue and pink energy which powers Crocodile Isle.

Boss Battle

When Diddy Kong and Dixie Kong enter the level, they are greeted by Kaptain K. Rool himself. He is drenched from the battle on the Flying Krock and has seaweed and a couple of fish on him. Before the battle starts, he shakes this off and the battle begins. Similar to the first battle, he will shoot spiked Kannonballs instead and energy projectiles at the Kongs. To damage Kaptain K. Rool, the Kongs will have to toss a Kannonball into his gun. They can get a Kannonball by breaking the Wooden Barrel that he shoots toward them.

At the end of the battle, he will explode off into the geyser and cause an earthquake. Sparks will fly from the geyser and the Kongs make their escape. The ending for beating this level is different, as the Kongs see Crocodile Isle explode.

he is BACK! You basically need to duck and jump over five MASSIVE salvoes of Purple Clouds and spiked Kannonballs, each one starting out with a single set of Purple Cloud trouble to avoid, anticipate, and jump over. The first sets of spiky Kannonballs in the salvoes follow the same pattern as the Purple Clouds right before them, with new stuff added to the Kannonball barrages. Dixie's Helicopter Spin is invaluable in this final battle when there's Kannonballs and Clouds to soar over. Survive this long and grueling assault, and a Barrel will fly toward you with a Kannonball inside. Use this last metal projectile to stuff up K. Rool's gun for the last time.

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