Davenport Games

The SNES - Super Nintendo® Entertainment System® A big player in the console wars in the early 80s

SNES - Super Nintendo® Entertainment System® logo.

Donkey Kong Country #21 - Gorilla Glacier

Gorilla Glacier - Walkthrough

Donkey Kong Country #21

Gorilla Glacier

Gorilla Glacier is the fourth world of the Donkey Kong Island in the game Donkey Kong Country. It is located at the top of island. This snowy wasteland contains many stages, including a frozen river and a very dark cave. The ice often reduces the traction of the Kongs, making it harder to traverse in this world. In external stages of the Super Family Computer/Super Nintendo Entertainment System and Game Boy Advance versions, snow usually falls on the foreground, and there are also dynamic backgrounds. Gorilla Glacier can be viewed as one of the most challenging worlds in the game, due to its slippery ground and difficult platforming. Really Gnawty is the boss of this world.

There are many ice caves and deep ravines featured in the world, including a treetop village. Most of the levels have icy, slippery ground that cause Donkey Kong and Diddy Kong to slightly lose traction. In most levels, there is a 3-D effect of snow and dynamic backgrounds. In the Game Boy Advance version, some of the effects were removed or edited from the levels, and some of the levels were rearranged in a different order from the redesigned world map. One of the levels is the first and only location that the Kongs meet their Animal Friend, Squawks.

Gorilla Glacier appears to be the mountainous counterpart to the Volcano world from Donkey Kong Country Returns. When asked if they were the same region, senior designer Kynan Pearon approved of the idea. However, the Cliff world uses arranged versions of Gorilla Glacier's music.

In the Donkey Kong Country cartoon, the Gorilla Glacier portion of Kongo Bongo Island is referred to as the White Mountains. This area is the home of Eddie the Mean Old Yeti and is otherwise fairly barren of features.

1. Snow Barrel Blast, Gorilla Glacier

Donkey Kong Country Gorilla Glacier - 1. Snow Barrel Blast Map.

The first snow stage of the game is mostly about timing. The terrain is slippery making harder to walk, run or stop moving. The presence of small platforms and slopes above pits will require the player to adjust their jumps. The "roll-jump" move could help the heroes to negate some of the terrain physics and reaching further. The main method of transportation of the stage are rotating Barrel Cannons, with good timing being necessary when activating them in order to avoid falling into pits or collisions against Zingers. And regular Neckies flying towards the Kongs can be used as stepping platforms by bouncing on them. Common enemies also found here are Klaptraps and some Gnawties.

Overview

The level takes place on a snowcapped mountain peak, where the Kongs must trudge on icy ground and go up and down steep slopes. This stage features transitional weather: the snow slowly becomes heavier as Donkey Kong and Diddy Kong go through the first half of the stage: Snow Barrel Blast starts with a clear, blue sky, then light snow, then the skies become gray, the snow becomes heavier, until finally becoming a blizzard by the Continue Barrel. Neckys and Zingers are the main enemies of the level.

To add to the challenge, the Kongs must cross large abysses by blasting between Barrel Cannons, much like Barrel Cannon Canyon. Neckys and Zingers appear as obstacles in these segments, which has both Barrel Cannons that spin around rapidly and ones moving up and down in a fixed vertical position. Donkey Kong and Diddy can optionally skip the whole segment by blasting blast down from the third Barrel Cannon, which leads them through a trail of Blast Barrels to the last portion with the level exit.

Layout

At the start of the level, the heroes emerge from an igloo near a small hill with a Necky slowly flying over it. They can find a Barrel Cannon at the top of the slippery slope. If they aim and shoot towards a banana trail, they land on a flat piece of land. As the Kongs approach a small alcove in the ground, a trio of Neckys fly by that can be bounced off of to reach a Life Balloon. Two Klaptraps march along a flat surface below these bird enemies. If they continue ahead, they can find a piece of ice floating in an abyss.

A Zinger orbits this platform. A downwards slope can be found nearby with a Barrel Cannon at the bottom of it. Although a trail of bananas is placed straight above it, the heroes must shoot diagonally with it to cross a gap and land back on land. A Zinger stands in their way as they shoot across. Upon landing back in solid ground, a Necky flies towards the Kongs. A steep ledge and a snowy hill are ahead, and Klaptraps walk along them. The letter K is just before a Barrel Cannon at the bottom of the hill. This helpful barrel can be used to send them over an abyss. However, it cannot shoot them all the way across, but there are two other Barrel Cannons in the gap assure that they get over. They are placed diagonally from each other.

Once the third barrel shoots the primates back into land, Donkey and Diddy head up a small hill with a few Klaptraps at the top of it. After the heroes tread over this flat pathway, they reach a Barrel Cannon that aids them in crossing another gap. A Zinger surrounds it. Three other Barrel Cannons are placed over the abyss diagonally from each other. The Kongs must use them to blast of the gap, which has a steep hill on the other side of it. A steel keg stands on the top of this hill, which is followed by another steep hill with several Gnawties crawling along it. A Necky and another gap are at the bottom of the slope.

A Blast Barrel also floats at the beginning of the gap that blasts the primates to another Blast Barrel above it. This barrel then shoots them towards a Necky above solid ground. Once the Kongs land back on the ground, they can find a long, steep, and slippery slope ahead of them that leads to a Barrel Cannon in a gap. The cannon can blast them to a Blast Barrel. This barrel then shoots them towards two more Blast Barrels, which fire them a long distance over a large section of land. The heroes land on the Continue Barrel, which is located to the right of a lone Krusha.

A flat pathway with a ledge at the end of it is ahead. At the top of the ledge, the heroes can find a small hill with a wall in front of it. They can blast over the wall with a nearby Barrel Cannon, which rotates at a full 360 degree turn. If they shoot at the correct angle, they are blasted directly onto a raised piece of land with a DK Barrel on it. A slippery hill is to the east of here with a large gap at the end of it. The primates must cross the beginning of the abyss with the use of a few small platforms floating in it.

Neckys fly towards them as they progress, but they disappear when the Kongs reach a Blast Barrel. This barrel shoots them over more of the gap to a normal Barrel Cannon with a Zinger around it. The cannon can be used to continue over the gap through the letter N and to a Blast Barrel, which then blasts them over the remaining part of the gap.

When they reach land again, they can find a flat pathway with a Barrel Cannon above it. A Rambi Token hovers above it, while a pair of Zingers surround the barrel. Nearby, the heroes can find a Necky flying in a wide abyss. Many Barrel Cannons are lined up next to it over various parts of this gap. The Kongs must shoot through the barrels to cross. As they progress, many Zingers impend in their progress. Some of the foes fly in a vertical path between the barrels, while others surround them. Eventually, the heroes find themselves in the final barrel, which can fire them onto a small, icy platform with a sign on it; the sign informs them that they are near the end of the level.

Several more small platforms are ahead, one of which that has a Zinger surrounding it. After the final platform, the primates land on a larger piece of solid ground with a large hill on it. As they climb over the hill, a Klaptrap attacks them. On the other side of the mound, they can find two steep ledges with an exit sign at the top of it. If they walk into the igloo near here, they complete the level, heading over to Slipslide Ride.

Walkthrough

At the start of the level, the heroes emerge from an igloo near a small hill with a Necky slowly flying over it. They can find a Barrel Cannon at the top of the slippery slope. If they aim and shoot towards a banana trail, they land on a flat piece of land. As the Kongs approach a small alcove in the ground, a trio of Neckies fly by that can be bounced off of to reach a Life Balloon. Two Klaptraps march along a flat surface below these bird enemies. If they continue ahead, they can find a piece of ice floating in an abyss. A Zinger orbits this platform. A downwards slope can be found nearby with a Barrel Cannon at the bottom of it. Although a trail of bananas is placed straight above it, the heroes must shoot diagonally with it to cross a gap and land back on land. A Zinger stands in their way as they shoot across. Upon landing back in solid ground, a Necky flies towards the Kongs. A steep ledge and a snowy hill are ahead, and Klaptraps walk along them. The letter K is just before a Barrel Cannon at the bottom of the hill. This helpful barrel can be used to send them over an abyss. However, it cannot shoot them all the way across, but there are two other Barrel Cannons in the gap assure that they get over. They are placed diagonally from each other.

Once the third barrel shoots the primates back into land, Donkey and Diddy head up a small hill with a few Klaptraps at the top of it. After the heroes tread over this flat pathway, they reach a Barrel Cannon that aids them in crossing another gap. A Zinger surrounds it. Three other Barrel Cannons are placed over the abyss diagonally from each other. The Kongs must use them to blast of the gap, which has a steep hill on the other side of it. A steel keg stands on the top of this hill, which is followed by another steep hill with several Gnawties crawling along it. A Necky and another gap are at the bottom of the slope. A Blast Barrel also floats at the beginning of the gap that blasts the primates to another Blast Barrel above it. This barrel then shoots them towards a Necky above solid ground. Once the Kongs land back on the ground, they can find a long, steep, and slippery slope ahead of them that leads to a Barrel Cannon in a gap. The cannon can blast them to a Blast Barrel. This barrel then shoots them towards two more Blast Barrels, which fire them a long distance over a large section of land. The heroes land on the Continue Barrel, which is located to the right of a lone Krusha.

A flat pathway with a ledge at the end of it is ahead. At the top of the ledge, the heroes can find a small hill with a wall in front of it. They can blast over the wall with a nearby Barrel Cannon, which rotates at a full 360 degree turn. If they shoot at the correct angle, they are blasted directly onto a raised piece of land with a DK Barrel on it. A slippery hill is to the east of here with a large gap at the end of it. The primates must cross the beginning of the abyss with the use of a few small platforms floating in it. Neckies fly towards them as they progress, but they disappear when the Kongs reach a Blast Barrel. This barrel shoots them over more of the gap to a normal Barrel Cannon with a Zinger around it. The cannon can be used to continue over the gap through the letter N and to a Blast Barrel, which then blasts them over the remaining part of the gap.

When they reach land again, they can find a flat pathway with a Barrel Cannon above it. A Rambi Token hovers above it, while a pair of Zingers surround the barrel. Nearby, the heroes can find a Necky flying in a wide abyss. Many Barrel Cannons are lined up next to it over various parts of this gap. The Kongs must shoot through the barrels to cross. As they progress, many Zingers impend in their progress. Some of the foes fly in a vertical path between the barrels, while others surround them. Eventually, the heroes find themselves in the final barrel, which can fire them onto a small, icy platform with a sign on it; the sign informs them that they are near the end of the level. Several more small platforms are ahead, one of which that has a Zinger surrounding it. After the final platform, the primates land on a larger piece of solid ground with a large hill on it. As they climb over the hill, a Klaptrap attacks them. On the other side of the mound, they can find two steep ledges with an exit sign at the top of it. If they walk into the igloo near here, they complete the level, heading over to Slipslide Ride.

Bonus Rooms

Stop the Barrel! At the very start of the level, the Kongs must jump onto the entry igloo and wait for a flying Necky to come close to them. Once it gets close, the Kongs must bounce on the Necky and head left into the Bonus Barrel. The objective is the same as most other challenges of its type: the Kongs must observe a Winky Token as it moves through four barrels before suddenly in one and vanishing. The Kongs must jump at the correct barrel that the Winky Token stopped in to be rewarded with it.

Collect the Prizes! When Donkey Kong and Diddy reach the Continue Barrel, they must go left and jump into a nearby pit, just before the level's Krusha. The location of the Bonus Barrel is indicated from a trail of three Bananas. In this Bonus Area, the Kongs can collect a variety of Bananas and the letter O by blasting out of a rapidly-spinning Barrel Cannon. The Kongs can exit the challenge by falling down the pit from missing the Barrel Cannon.

Find the Exit! In a barrel, just before the letter N and after a group of Neckys after the Continue Barrel, the Kongs must blast down onto a hidden ice platform. They must jump into the Bonus Barrel located on the third platform. In this Bonus Area, the Kongs can blast between a straight alignment of spinning Barrel Cannons and collect Bananas along the way. They can exit the level at the other side, or by falling down the pit.

K-O-N-G Letters

The "K" is located just before the third Barrel Cannon.

The "O" is at the top-center of the second Bonus Area. The Kongs can blast to it from using a Barrel Cannon.

After the Continue Barrel, the Kongs must pass a group of Neckys. The N is located directly above the third Bonus Area, and can only be obtained by directly blasting from a Barrel Cannon.

There are two G's, based on the path the Kongs choose. The first one is automatically obtained while blasting through the shortcut chain of Blast Barrels, while the second one is near the end of the final barrel blasting segment.

2. Slipslide Ride, Gorilla Glacier

Donkey Kong Country Gorilla Glacier - 2. Slipslide Ride Map.

The second stage of Gorilla Glacier, Slipside Ride, takes place inside an crystal cave. The terrain traction is noticeably bad, being not different from snow stages. Throughout it, the primates must climb on many vertical ropes in order to progress. However, these ropes are unique to the stage for being slippery. By holding on blue ropes in the Super Family Computer/Super Nintendo Entertainment System and Game Boy Advance versions, or white ropes in the Game Boy Color version, the heroes will automatically ascend. By grabbing on red/pink ropes in the SFC/SNES and GBA versions, or blue ropes in the GBC version, they will descend. The player holding the respective directional button of the opposite direction of the rope will slow down the ascending or descending, and, by also holding the "Run" button, it will allow to move downwards on ascending ropes slowly, and stop completely on descending ropes. When moving on the same ropes during some sections of the stage, the Kongs must avoid falling into pits or being harmed by aerial enemies on the way, such as Zingers. And, usually, the primates must move forward by jumping between two or more of the slippery ropes placed in parallel. Leaping Kritters and Armies are also enemies in the stage.

The level takes place in an icy cavern where Donkey Kong and Diddy Kong must climb slippery ropes that forcefully slide them either up or down. The blue ropes slide the Kongs up and the purple ones slide them down. Many Zingers appear as the main obstacle of the level, especially around the ropes. The Kongs can climb in the opposite direction of the rope to better control their movements and avoid hitting a Zinger.

Slipslide Ride is the only ice cave level in Donkey Kong Country, and as such, it is the only level with the "Ice Cave Chant" tune. In the Game Boy Color remake, Slipslide Ride reuses the Kremlantis underwater ruins theme from Donkey Kong Land, despite the "Ice Cave Chant" theme playing in Snow Barrel Blast and Ice Age Alley in the remake. The original version's "Ice Cave Chant" is featured as a track in Super Smash Bros. Ultimate.

Overview

Mine Cart Carnage is the first Mine Cart stage having Donkey and Diddy Kong ride an unstoppable Mine Cart through a long series of track rails, most of which are torn apart, meaning the two have to jump alongside their vehicle to the other side. The stage is laid out for the Mine Cart to collect items at high risk of falling off the tracks. Also, several Mine Carts can be found derailed on the tracks as well, which causes a Kong to be harmed on contact. There are also a few Krashes, Kremling enemies also riding on Mine Carts towards the opposite direction of the primates. Any contact with them must be avoided at all costs.

Except for the Game Boy Color version of the game, a convenient shortcut involves the heroes jumping over the Autofire Barrel at the beginning of the stage, and falling to the left into a Warp Barrel. The barrel shoots them near the end of the stage, before the last Krash.

Layout

The Kongs are greeted by a hopping Kritter as they enter the level. A rope dangles above them here that can pull them into a secret area. Another rope hangs in a narrow passage farther ahead, which can pull the primates up to a piece of land with the DK Barrel wobbling on it. After walking up a slippery hill, the heroes encounter an Army and another rope that can lift them onto a ledge. The letter K floats in an alcove on the ceiling. The Kongs can find a purple rope to the right of here. As they slide down it, they must be cautious of a pair of Zingers, who guard the sides of an alcove with a barrel in it. When the Kongs reach the cold ground again, they can find a slanted pathway and a ledge ahead of them. An Army rolls off the ledge as they approach. They can find another rope above a lone Zinger on top of the ledge that pulls them up through a narrow passage.

At the top of this rope, two more ropes can be seen to the left above a Zinger. As they climb, they must alternate between ropes, as Zingers fly on top of them. A DK Barrel shakes in an alcove to the right of the ropes when the primates access the top of the area. To the left, they can find a slanted pathway with a gap at the end of it. A Necky with a Banana Bunch above it is above the gap. If the heroes jump into the narrow abyss, they land on the top of a steep, but small, hill. Another hill is located ahead after a flat pathway leading under a low ceiling of crystals. A small abyss follows, but the primates can cross it with the use of a purple rope, which has a Zinger under it. If they continue, they head down a long, steep hill with a pair of hopping Kritters at the bottom of it. Three more ropes dangle above an abyss ahead. Zingers as positioned around the ends of them, so the heroes must jump off of the objects quickly to avoid being pulled into them. The level's Continue Barrel waits at the other side of the abyss.

If the duo journeys a bit farther, they can find a slanted surface with a blue rope on the other side of it. The rope pulls them to a steep slope with a Klaptrap and a Blast Barrel on it. As they ride up the rope, the are lifted past a DK Barrel. The Blast Barrel mentioned previously can blast the Kongs into an area at a higher elevation, where there are a few Kritters and Klaptraps. A rope leading to the letter O in an alcove hangs above the Kritter. After a steep hill, the Kongs can find a large abyss with several blue ropes dangling above it. The ropes can pull them into the gap if they are not fast enough, but they can also bump into a Zinger at the top of the ropes if they move too fast. Once they cross the abyss, they can find a purple rope in a smaller gap with a Zinger at the bottom of it. Two ropes are present on the area of land ahead. The closest rope leads up to the next area, while the second rope leads up to an alcove with the letter N. Zingers fly are around this rope. From the top of the first rope, the heroes can find a path leading to the west. Two Klaptraps march along it, and they are followed by a blue rope with a Zinger in front of it.

An icy platform is located at the top of the rope with a large abyss next to it. This gap must be crossed using six separate purple ropes, most of which that have Zingers at the bottom of them. A smaller abyss follows the platform on the other side of this gap. If consists of a single purple rope that can pull the heroes downwards if they do not jump off of it fast enough. The platform after this pit carries a sign that indicates that the level is near complete. A pair of purple ropes hang parallel to each other above a gap ahead of here. Although the Kongs must climb up the ropes, they force them downwards. With good speed, the ropes can be climbed with the Kongs jump between them fast enough. Once the heroes reach the top of the ropes, they can find an area of land with some ropes placed across from it. The letter G floats above the first of the ropes. Ahead, an exit sign can be found. An opening in the wall is also nearby, and when it is entered, the level is completed.

Walkthrough

NOTE: There are blue ropes and purple ropes in this level. The blue ropes take you up each time you get on them, and the purple ropes take you down each time you get on them.

Once here, progress through the level, defeating the Kremling you come across. When you reach a blue rope, let it take you up to a platform, which you should jump on. On that platform, break the DK Barrel if you need to, but either way, continue your progress through the level. When you reach the "K" in an alcove above the next blue rope you come across, be sure to get it. Once you get the "K," go down the purple rope you come across.

After that, keep going through the level, jumping onto the next platform you come across (there is an Army enemy before that plaform, so beware). On that platform, jump up to the blue rope, then when you reach another blue rope to the left, jump on that one, then as you go up, you will come across a Zinger that is blocking your path, and it seems losing a kong is inevitable at this point.

When you come to that point, jump to the next blue rope to the left, then jump back to the rope to the east when you come across another Zinger. Keep doing this as necessary until you reach an alcove near the top of the ropes, where a DK Barrel awaits. Break the DK Barrel if you need to, but either way, go left and past the two blue ropes, and continue your progression through the level. Eventually, you will come across an Army enemy near a cliff.

Get rid of it (jump over it if you are Diddy), then jump onto the purple rope floating above the cliff. Then, use that rope to jump to the platform to the left. When you reach that platform, defeat the two Kremlings you come across, then jump across the three ropes you come across (be careful, there are some Zinger enemies threatening to make you lose a life) to the other side. When you reach the other side, break the Star Barrel.

After that, continue your progess through the level, defeating the Klaptrap enemies you come across. When you reach a DK Barrel, break it if you need it, but either way, continue onward. When you reach a blue rope, go left a bit from the rope, then jump on top of the Kremling when it jumps as high as it can, then use the extra height to gain access to the blue rope. Ride it up, then jump to the platform to the left, collect the "O," as well as the two Banana Bunches, then jump down to the previous platform.

Now, keep going and you will come across four ropes soon enough. Jump across them to reach the other side. After that, keep advancing through the level until you come across a blue rope hanging above you, in between an ice wall. Before getting on it, continue east to a second rope, which you should jump on. Beware, however, since there are three Zingers moving left to right on this rope. When you reach the top, jump to the eastern alcove and grab the "N" and use the DK Barrel if you need it.

After getting the "N," jump down to the area below, and go back to where the first rope was. Ride that one up, then jump to the platform to the left when you reach it. Now, continue onward until you come across a blue rope, a rope which you should jump on.

Ride it to the top, waiting till you reach the platform to the left. When you reach it, jump to it and continue onward. you will encounter four purple ropes with Zingers on them before long, so jump from rope to rope until you pass. After that, continue through the remainder of the level, jumping from rope to rope (the rest of the ropes are purple) until you come across the "G," which is located on the last purple rope in the level.

To get it, jump on and off of the rope while you are going up to reach the "G." After getting that, continue out of the level.

NOTE: There is a warp to this level. At the very beginning of the level, once you come across the first rope, wait until the Kremling to the east comes towards you. When it does, move slightly left of the rope and jump off the Kremling and onto the rope. Then, ride it up and jump to the platform to the west when you reach it. After doing that, jump into the barrel that is above you and is just visible. Note that the barrel can only be entered by Donkey, since Diddy is too short to reach it. After going in the warp area, you will be near the end of the level.

Bonus Stages

Stop the Barrel! At the start of the level, the Kongs must approach two bouncing Kritters and go back left to a blue rope hanging from a gap in the ceiling. The Kongs must bounce on a Kritter to reach the rope, which slides them up to a hidden area with a barrel. The Kongs must pick up the barrel and throw it at the left wall to create an opening into the first Bonus Level. There, the Kongs must spell out the word "KONG" by jumping at four barrels from left to right; each of the barrels move between a banana and K-O-N-G Letters. If the Kongs spell the word correctly, they are rewarded an animal token or a Life Balloon.

Spell it Out! When the Kongs reach the first purple rope of the level, they must jump right between two Zingers to land on a ledge with a barrel. The Kongs must pick up the barrel, jump down the rope, and throw the barrel at a wall on the left. This reveals an opening into the second Bonus Level. In the Bonus Level, there are K-O-N-G Letters circling in midair. The Kongs must jump at them in order to spell out the word NINTENDO. If they do so correctly, the Kongs are rewarded a Life Balloon.

Collect the Bananas! After the letter O, the Kongs must jump from a few blue ropes over a gap. Just before going to the top of the fourth blue rope, the Kongs must jump left over a Zinger on the third rope and slide up to a Bonus Barrel. In the Bonus Level, the Kongs can collect bananas by jumping from two blue ropes and two purple ropes. A Banana Bunch is at the bottom of each rope. An Expresso Token is on the right ledge, in front of the exit back into the main level.

K-O-N-G Letters
  • After encountering the first Army, the Kongs must slide to the top of a blue rope and jump right to the K, which is at the ceiling.
  • After the Continue Barrel, the Kongs must continue slightly farther until they encounter a bouncing Kritter. They must bounce on it to reach a blue rope that slides them up to a hidden area with the O, which is between two Banana Bunches.
  • Shortly after the third Bonus Level, are two blue ropes above an ice platform. The Kongs must slide up the rope to the right and avoid some Zingers that quickly fly back and forth at the rope. After going above the Zingers, is a small ledge with the N on the ground, between two Banana Bunches, and a DK Barrel against the right wall.
  • Right before the level exit, the Kongs must jump up a purple rope to reach the G on top of it.

3. Ice Age Alley, Gorilla Glacier

Donkey Kong Country Gorilla Glacier - 3. Ice Age Alley Map.

It is the second snow stage of this world. Considering the slippery terrain with small platforms and slopes, the traversal over pits is made by using swinging ropes. Most of these ropes are already moving, requiring good timing when jumping towards them in order to grab on them safely. At the beginning of the location, by moving left and going past a Mini-Necky, there is a hidden location containing an Animal Crate for Expresso the Ostrich. Another similar Animal Crate is also located inside the first Bonus Room of the stage in the SFC/SNES and GBA versions. The Animal Buddy's ability of gliding usually allows him to move over wide pits and enemies, and reach some collectables and Barrel Cannons in high places. Besides Mini-Neckies, the stage also features Neckies, Klaptraps and Manky Kongs as enemies.

Ice Age Alley is a continuation of a snowstorm that started in Snow Barrel Blast; the weather effect works in reverse, as the snowstorm slowly clears up until finally stopping at the end. As a result, the screen is less visible from the snowy effect, but slowly clears up as the level progresses.

In this level, Donkey Kong and Diddy Kong have to trudge up the level on slippery ground. They must cross over pitfalls by swinging on ropes and jumping on bouncy tires. Enemies that the Kongs encounter include: Kritters, Klaptraps, Manky Kongs, Neckys, and Mini-Neckys. The Kongs can optionally ride Expresso through the level, as his animal crate is located on a platform behind the level entrance. The Kongs can use Expresso to glide over the pitfalls and even reach a normally unreachable Bonus Barrel.

Layout

The level begins on a flat piece of land. If the Kongs travel backtrack of ground from here, they can find a Mini-Necky, the first DK Barrel in the level, and a platform with the Expresso Crate. The letter K and a tire, used to help the heroes jump back up to the main path, are also present here. If the primates travel east along the main path, they can find a hill leading up to an alcove with another Mini-Necky in it. They can swing over the space in the ground with the use of a nearby rope. After traveling up another hill and passing a lone Kritter, the Kongs reach a wide gap with a rope swinging above it. With the assistance of a Necky that they can bounce on, they can cross the gap and land on a raised piece of land.

A flat pathway is located at a lower elevation ahead of this area, and a few Neckys soar above it. After the heroes pass a Mini-Necky and climb over a hill at the end of the flat surface, they encounter an abyss with another rope hanging over it. They can swing over the abyss onto a curved piece of land with a Mini-Necky and a DK Barrel on top of it. A steep hill follows, but there are two deep gaps along it that the heroes can fall through. A Klaptrap marches along the platform floating between the two gaps. Three ropes swing over a abyss nearby. When the gap is crossed, the duo approaches a small gap with the letter O in it. A Mini-Necky attacks from a higher piece of land on the other side of the small pit. Another abyss is present ahead with a Blast Barrel near the end of it. A Continue Barrel floats above it, which can be reached with the use of a rope.

The Blast Barrel immediately blasts the heroes onto a flat, solid surface with a gap ahead of it. A platform supporting a Klaptrap and a DK Barrel can be found above the dangerous pit. The Kongs can find a slippery hill ahead of them that they must slide down as a Manky Kong hurls barrels at them. Once they reach the bottom of the hill, they can find another large gap ahead of them. A platform with a tire on it is placed in the center of the abyss, and two ropes surround it. With the aid of the ropes, the heroes can cross and land on a slanted platform. Another slanted platform floats in an abyss. The slanted area continues on the opposite side of the pit. Once at the top of the hill, the heroes can find a flat ledge below them with a steel keg resting on it. Two snowy platforms supporting Klaptraps are in a gap ahead. The letter N is located on a hidden platform near here. A DK Barrel wobbles in a flat pathway after the two platforms. If the primates climb to a top of the hill that follows this barrel, they encounter a Manky Kong, who tries to hit them with barrels. A gap with a rope dangling above it follows with a Necky at the end of it.

A trio of slippery platforms with the letter G near them are also ahead. After passing the three platforms, Donkey and Diddy Kong make their way onto a solid piece of land with a sign on it, indicating that they are almost done with the level. As they continue through the level, they tread up a steep hill with a pair of gaps in it. A Manky Kong throws barrels at the heroes as they climb the lower part of the slope. A slanted pathway leading downwards can be found from the top of this hill, which a Klaptrap walks along. At the bottom of the hill, a gap can be found with a Banana Bunch in it. Once the gap is crossed, the primates can find the entrance to an igloo next to an exit sign. If they enter the igloo, the level is completed.

Walkthrough

Defeat the Mini-Necky behind you, then grab the DK Barrel and use it if you need another kong. Then, do a Roll Jump all the way to the left, beyond the cliff to reach a platform with a tire, the "K," and Expresso. Collect the "K," mount Expresso, then use the tire to get back up to the platform you started on. Back on that platform, begin your trek through the level as Expresso.

When you reach a Kremling, jump off Expresso and defeat it. Get back on Expresso and jump up to the higher ledge above you, then jump off the cliff and after a couple of seconds, quickly fly over to the platform on the other side. At the other side, jump down to an area below, ignoring the Necky's, since Expresso can't defeat them. At that below area, continue your progress through the level, jumping over the Mini-Necky you encounter.

you will then to another huge gap area with a swinging rope. Use Expresso to fly over to the other side (be sure to jump and wait a couple seconds before you fly). At the other side, approach the Mini-Necky, then dismount Expresso and defeat it. Then, use the DK Barrel if you need it, but either way, get back on Expresso. Back on Expresso, stand on the highest part of this slopy platform (basically where the DK Barrel was).

Once at that location, hold Right on the D-Pad while jumping as high as you can (you need to jump so high that you are offscreen), then flying ALL the way to the platform to the east. When you reach that platform (if you don't reach it and fall off, which is very possible, even with Expresso, try again until you do get it), go east a bit and then Roll Jump to get the "O" that's hanging above the cliff (you have to dismount Expresso for this, by the way).

After getting the "O," quickly get back on the platform before you fall, then get on Expresso. Now, wait unil the Mini-Necky up ahead flies up. When it does, quickly jump on to the platform where he is, then run past him. After doing that, fly over to the pit at the other side, where the Star Barrel awaits. After that, make yourself land in the Launcher Barrel, and let it launch you to the platform at the other side.

Once there, go east a bit, dismount Expresso, take the Klaptrap out on the small icy platform ahead of you, then get back on Expresso. Then, jump onto the ice platform where the Klaptrap was, then jump to the platform that's above you. Now, get on the highest part of this slopy platform, then jump as high as you can while holding the D-Pad Right. Then, quickly fly over to the other side.

At the other side, jump to the platform with the Klaptrap, quickly dismount Expresso, defeat the Klaptrap, get back on Expresso, and fly to the platform that's above you. Now, before jumping down to the platform below, fly over to an icy platform in the air to the east of you, that has a Bonus Barrel and the "N" on it. After getting the "N," go in the bonus if you want (I'll assume you did).

After exiting the bonus, head up the slope and when you reach the Manky Kong, get off Expresso and defeat him. Then, go where the Manky Kong was before you defeated him, jump as high as you can while holding Right on the D-Pad, then fly over to the other side, being sure to grab the "G" as you fly. If you done correctly, you will have landed on a platform with a Manky Kong, or at least very close to it.

Dismount Expresso, defeat the Manky Kong, then continue through the level, being sure to defeat the Klaptrap you come across. When you reach the end of the level, go through the igloo to exit it.

Bonus Stages

Collect the Bananas! The first Bonus Barrel is located on a high-raised platform, after crossing the stage's first wide gap. The Kongs can only reach the Bonus Area after bouncing on a few Neckys in succession. The Bonus Area consists of a small room with fast-spinning Barrel Cannons arranged in a 3×3 array. The Kongs can blast into a trail of bananas by blasting from barrel to barrel. An Expresso Token is centered between the seven Barrel Cannons. The stage exit is on a platform at the southeast corner, which has another Expresso Crate (but is absent from the Game Boy Color remake).

Stop the Barrel! To reach the second Bonus Area, the Kongs must ride Expresso from either animal crate and avoid enemies along the way. Later in the level, after passing the Continue Barrel, the Kongs and Expresso must cross over two large pits. The Kongs must stop on a ledge with a steel keg next to it, then have Expresso glide from it, all the way to the Bonus Barrel on a high platform. The Bonus Area consists of three barrels rotating between an image of a red, green, or blue Donkey Kong Balloon. The Kongs must match the type of balloon color for every barrel, to be rewarded with that type. The Kongs lose if they do not properly align the images.

K-O-N-G Letters
  • The "K" is located in an area behind the starting point, with the Expresso Crate.
  • The "O" is floating over a pit, in between two platforms, after swinging from a set of three ropes.
  • The "N" is located on a high-raised platform with the second Bonus Barrel, directly on the left side. It can only be reached with assistance from Expresso.
  • After the second Bonus Area, the Kongs must pass a Manky Kong and swing from a rope. The G floats high above the second narrow platform.

4. Croctopus Chase, Gorilla Glacier

Donkey Kong Country Gorilla Glacier - 4. Croctopus Chase Map.

The third underwater stage of the game. It takes place inside an icy river, debuting Squidges, jellyfish enemies capable of swimming quickly at single directions and through the environments. During many short sections of the stage, the primates will move past new variants of Croctopuses which will pursue them through narrow tunnels, usually forcing the heroes to swim fast and run from these invincible octopus enemies. The courses of these sections are placed between small alcoves for the Croctopuses to stay in. In the SFC/SNES and GBA versions, Enguarde the Swordfish can found inside an Animal Crate at the third fourth of the stage. Chomps Jr. and Chomps are also aquatic enemies appearing here.

Croctopus Chase is the fourth stage of the world Gorilla Glacier of the Donkey Kong Island in the Super Family Computer/Super Nintendo Entertainment System and Game Boy Color versions of the game Donkey Kong Country and the twenty-third stage overall, as well as the third stage of the same world in the Game Boy Advance version of the game and the twenty-second stage overall. In the SFC/SNES and GBC versions, it is preceded by Ice Age Alley and followed by Torchlight Trouble. In the GBA version, it is preceded by Slipslide Ride and followed by Ice Age Alley.

Overview

Taking place in the depths of a freezing lake, Croctopus Chase is the third underwater stage in the game. To complete the stage, Donkey and Diddy Kong must navigate an underwater maze. However, with blue Croctopuses chasing them through the narrow passages, it is a race against time. The Kongs must swim as fast as they can, otherwise they are attacked by the Croctopuses. To make matters worse in this stage, the primates also have to avoid the other underwater enemies, including Chomps, Chomps Jr., and the tiny, but quick, Squidges. Luckily, in the SFC/SNES and GBA versions of the game, Enguarde the Swordfish's Animal Crate can be found in a hidden area near the end of the stage to help the heroes. This is also the first underwater stage in the series to feature Barrel Cannons.

Summary

Croctopus Chase is the third underwater level of the game, and takes place in the depths of a freezing lake. The Kongs are not affected by the freezing temperatures, just like the other Gorilla Glacier levels. As the name suggests, Croctopus Chase features a Croctopus chasing Donkey Kong and Diddy Kong in a section of the level. The sections are divided based on when a Croctopus begins to chase the Kongs, which is when they pass it, up until the next alcove, which is where the Croctopus rests at. After passing the next Croctopus, it begins chasing the Kongs in place of the previous one.

A couple of other underwater enemies appear in this stage, including Chomps, Chomps Jr., and Squidges appear. An animal crate with Enguarde is located in a hidden area near the level exit. Croctopus Chase is the first underwater level to feature Barrel Cannons, and is the only level in the game with two arrow signs.

Level Layout

At the beginning of the level, the Kongs make their way through a narrow passage. A Squidge floats past them as the continue to a 90 degree turn in the pathway. Once they swim to the top of the pathway, it leads them to the east, where a Croctopus waits in an alcove. Shortly after passing it, it begins to chase them, soon stopping in a second alcove nearby. Another alcove holds a wobbling DK Barrel. As the heroes continue down the passage, they come up to a Squidge and another Croctopus, who follows them around a U shaped pathway. They meet another Croctopus at the bottom of the passage, and it chases them north through an area with the letter K in it. An alcove is located at the top of the area, which the Croctopus swims into once it is passed. A passage branches off of it, leading to the left, where a slightly wider area can be found with another DK Barrel.

Soon, the duo approaches another Croctopus that chases them through a bendy passage with several turns in it. Eventually, the heroes pass an alcove that the Croctopus stops in once it is reached. A pair of Blast Barrels sit ahead, blocking the Kongs' path. They blast them past an intersection and into another set of Barrel Cannons. The letter O and a DK Barrel is located on other pathways of the intersection, which can only be reached if the heroes enter a secret passage after the second pair of barrels. A wider area follows the barrels with a Croctopus waiting in it. The passage narrows again as the two friends pass the Croctopus, who immediately begins to pursue them. It chases them up a pathway full of several small, sharp turns. At the top of the area, an alcove can be found that the Croctopus soon rests in. A passage to the right of here leads the heroes to an alcove with level's Continue Barrel in it.

A sign indicating that the Kongs are nearing the exit is ahead of here, being followed by another alcove with a Croctopus in it. The enemy pursues them through a straight passage, until they reach a pair of alcoves. A DK Barrel wobbles in one, while the Croctopus rests in the other hole. Another straight pathway leading upwards is ahead. As it is traveled through, a Croctopus chases the heroes. It ceases to chase the Kongs at the top of the area, where they can find a Chomps enemy swimming above a passage that takes the primates south. At the bottom of this pathway, they meet another Crotopus that chases them towards an intersection. It makes a circle around the intersection and then moves upwards into an alcove. If the heroes head east from this alcove, they can discover a lone Barrel Cannon that shoots them across a passage full of bananas. Another Barrel Cannon then catches them and shoots them into a wider area with a Chomps in it. A passage containing another Chomps is located to the west. A Croctopus chases them as the travel through it. The passage leads them downwards through many small, tight turns. At the lowest part of this pathway, they can find a small alcove that the octopus enemy soon stops in. Two Chomps swim parallel to each other in a wider area ahead.

The fourth DK Barrel in the level and another Croctopus follow. The enemy pursues them as they swim upwards through a thin pathway. Soon, they approach a small turn in the pathway that leads them to the east, where an alcove can be found. The Croctopus rests in the gap when it reaches it. The letter N waits in a passage to the north of here. At the end of this passage, the heroes can find a lone Croctopus who begins to chase them farther up the area. After swimming around a few tight turns, they can reach a pair of alcoves placed across from each other. The previous Croctopus rests in the top gap once it reaches it, while a new Croctopus waits in the lower alcove. It pursues the duo as they swim through an area full of several sharp turns. Soon, the Croctopus ceases to chase them, making its way into a small alcove. Another passage branches off of this area. A sign stands at the beginning of it, indicating that the level is near complete. After passing through an area infested with Squidges, the primates reach the letter G and an exit sign. If they travel ahead of the sign, they finish the level successfully.

In some parts of this map, it is possible to avoid being chased by a Croctopus if the player swims above them as they're in their pathway, given if they have enough room not to be hit. While there is no significance in this, it may relieve the player by allowing them to progress the map without much effort.

Walkthrough

Advance through the level until you encounter your first Croctopus. This one is colored differently than the typical Croctopus enemies you come across. What does this mean? Well, it means that these Croctopus enemies CHASE you, as opposed to their typical spinning in an endless circle while trying to get you act.

So, when you reach your first Croctopus, quickly swim east, past the Croctopus that is chasing you. Then, break the DK Barrel you come across if you need it, but either way, you will come across a Squidge enemy very shortly after the DK Barrel. There are a lot of Squidges in this level, just to warn you. Wait till the Squidge swims out of the way, then when it does, swim past it, and continue your trek through the level.

you will have to avoid being hit by more chasing Croctopus enemies as you keep going through the level (you will also have to avoid another Squidge enemy). When you reach the "K," take it and continue swimming through the level. You will eventually come across another DK Barrel, so use it if you need it. But either way, keep going after coming to the DK Barrel, avoiding the Squidge enemy.

After the Squidge enemy, another Croctopus will chase you, so as always, swim through the level while trying to avoid the Croctopus (and some Squidges). When you reach two Launcher Barrels stuck together, take either one of them, as it does not matter which you take. After being launched through the series of Launcher Barrels, you will come across a Chomp Jr. enemy, as well as another Croctopus, waiting to chase you.

Go below the Launcher Barrels in the area, then swim east through the fake wall. Then, grab the DK Barrel if you need it, then swim north, then left into a hidden passage with the "O." After getting that, swim back into the area with the Chomp Jr. and the Croctopus enemies. Once there, continue your trek through the level, avoiding the Croctopus enemy that's chasing you until you come across a Star Barrel. Break it when you come to it.

After that, continue swimming through the level, avoiding the Croctopus's that chase you, and avoid the Chomps enemy you come across. When you come to an area where you can go in four different directions (one left, up, right, and down), go right, then down to a Winky Token (beware of the Croctopus). After getting that, take the northern path, continuing your journey through the level.

you will eventually come across some Launcher Barrels, which you should go through. you will also encounter some Chomps enemies, so avoid them. After the two Chomps enemies you encounter, you will come across yet another Croctopus. Continue swimming through the level while avoiding the Croctopus enemy. When you reach two Chomps enemies (one above, one below), swim between them, then use the DK Barrel you come to if you need it, but either way, continue on.

you will eventually reach the "N" (be sure to avoid the Croctopus that chases you), so grab it and continue onward until you reach a point where you can take a right path and a left path. Take the left one (it's a very tightly connected path, so you will know when you reach it), then grab the Red Balloon in this area, then swim to the southwesternmost part of the area and break the Animal Buddy box you see and then get on Enguarde.

Now that you have Enguarde, this level will be much easier. Get out of this area, then continue your trek through the level; with Enguarde it will be much easier, just be careful not to lose him, since you will be chased by Croctopus enemies as you do it. you will eventually reach an area with a ton of Squidge enemies, as well as the "G" in the end of that area. Grab the "G," while avoiding (or defeating, if you have Enguarde) the Squidges, then continue out of the level.

NOTE: After this level, you can visit Cranky's Cabin if you want to.

K-O-N-G Letters
  • After the third Croctopus begins to chase the heroes, they swim up through a narrow passage, which contains the "K."
  • Once the Kongs shoot through the second pair of Barrel Cannons, they can spot a DK Barrel in an alcove being blocked by a wall. The primates can swim over this wall to reach the barrel. If they swim around the bend, they can find the "O" in a small area.
  • The "N" can be found in a narrow passage shortly after the fourth DK Barrel in the stage.
  • The "G" is immediately before the exit sign at the end of the stage.

5. Torchlight Trouble, Gorilla Glacier

Donkey Kong Country Gorilla Glacier - 5. Torchlight Trouble Map.

Torchlight Trouble starts off as a dark cave stage without any ice or snow. In the SFC/SNES and GBC versions of the game, by the Kongs breaking open an Animal Crate at the beginning of it, Squawks the Parrot will be released. The small Animal Buddy only appears here in the game, and he carries a lantern while following the primates around, helping to illuminate the path forward for them. During the first half of the stage, there are many Oil Drums on fire, forcing the heroes to jump over them and avoid landing on the hazards, including when traversing over pits. The second half of the stage debuts Mincers, spinning wheels covered in spikes. Despite most of these hazards staying at the same place, some of them move around at regular patterns. Any contact with Mincers must be avoided by the Kongs. Enemies found in the stage are Klumps and regular Krushas.

Torchlight Trouble is the fifth stage of Gorilla Glacier and fourth cave stage in Donkey Kong Country. This is also the first and only appearance of Squawks. The area is pitch dark (less so in the GBA version) and Squawks helps Donkey Kong and Diddy Kong along the way with a torchlight in his talons. There are five Klumps with many Oil Drums in the first half of the level, eight Mincers and six Krushas in the second one. A single Klaptrap can be found in the bonus area.

Summary

Torchlight Trouble takes place in a dark cavern. It is the only level of the game with Squawks the Parrot, whose animal crate is at the start. Unlike the other Animal Friends (and Squawks's later appearances), Squawks follows behind Donkey Kong and Diddy Kong, and the Kongs cannot mount him. Squawks holds a flashlight to light the path ahead, although the areas behind and above are still dark. The Kongs must jump from platforms and avoid some Klumps and Krushas along the way. Oil drums and Mincers are obstacles present in the level.

In the original version, Squawks must be freed only once, at the start of the level, to have throughout the entire stage. In the Game Boy Color version, the Kongs must free Squawks from an animal crate each time they re-enter the main level from a Bonus Level. In the Game Boy Advance remake, Squawks is available from the start, so the Kongs do not free him from his animal crate. In the original version, if the Kongs did not open the Squawks Crate, Squawks still appears with his flashlight if the Kongs either reach the Continue Barrel and lose a life afterward or after they leave a Bonus Level.

Layout

The Kongs can find a DK Barrel above them as soon as they enter the level. Squawks joins them as they walk in, lighting their path. A Klump marches to the left of a small gap with the letter K in it, which is surrounded by two oil drums. A lower platform holding another Klump is located on the right side of the abyss. Another platform carrying two additional oil drums and a third Klump is just ahead after a slightly larger pit. This is followed by a wide abyss that can only be crossed with the use of a platform that moves in a horizontal path across the pit. The letter O floats above it. A larger platform is on the opposite side of the abyss with two oil drums on the outside of it. A Klump patrols the area between them. Another small platform moves within an abyss nearby, but it moves in a vertical path. The Kongs must jump on it to reach a much larger piece of land with two more oil drums and a Klump on it. If the primates continue, they can find another platform moving in a vertical path above a pit. It can help them reach a higher piece of land with another pair of oil drums on it. There is an additional oil drum in a lower area after a nearby gap. The level's Continue Barrel waits next to it.

A low ceiling hangs in front of the heroes to the right of the barrel. They must crawl under it to pass it. As they crawl, they run into a DK Barrel and a few bananas. On the long, raised area of ground, the heroes can find a bumpy path leading past several Mincers. A Krusha marches between each Mincer, and a barrel also sits at the beginning of the area. A higher piece of land is after the third Mincer with two Krushas on it. After crossing a small gap, the two friends make their way onto a solid piece of land with two Mincers and a Krusha on it. A sign indicating that the level is almost over stands in the center of the platform. Once the Kongs jump over another small gap near here, they find themselves on a platform with a lone Mincer on it. This is followed by an abyss with a small, moving platform in it. It moves in a vertical path, so it can lift them up onto a higher area nearby. The letter N floats near the platform. Once the higher area is reached, the primates can find many Mincers ahead of them. A lone Krusha marches between the first two Mincers, while the final Mincer moves slightly up and down at the edge of a ledge. If the heroes drop down the ledge, they can find a wooden exit sign, indicating that the passage ahead leads out of the level.

Walkthrough

break the nearby Animal Buddy box to reveal Squawks. If you are wondering, this is the only time Squawks makes an appearance in this game. In this game, unlike in DKC2 and DKC3, his purpose is to light your way through this cave. While certainly not mandatory, he is a BIG help. Anyway, once Squawks is freed, break the DK Barrel near the entrance if you need to, but either way, continue onward, defeating the Klump you come across. Also, be sure to jump over the oil drum you come across.

When you come across the "K," jump to the platform east of the "K," then on that platform, quickly defeat the Klump enemy, then preform a Roll Jump to get the "K." After getting the "K," keep going through the level a little further to find another Klump, which you should defeat. After the Klump, you will find the "O." Grab the "O" (be careful, since the only way to get it is to use the moving platform above the cliff), then continue onwards, defeating the Klump you come across.

Eventually, you will reach the Star Barrel, which you should break. After that, continue onward, and use the barrel to defeat the Krusha you come across (or you can just jump on him if you have Donkey Kong; the barrel actually gives you access to a bonus area, so see the Bonus Areas section of this FAQ for that information), then continue on. you will encounter Mincers now, which look like tires with spikes on them.

Sometimes these enemies move, so be aware of that (note that the only way to avoid the Mincer enemies is to jump over them). you will also continue to encounter Krusha enemies as you advance, so it's best to be Donkey Kong for the remainder of the level. When you reach a platform with two Mincers, a Krusha patrolling in between those Mincers, as well as an arrow sign pointing to the right, use Donkey Kong to defeat the Krusha.

If you have Diddy Kong, you are guaranteed to fail here. After passing that platform, Roll Jump onto the small moving platform that moves up and down. Once on that platform, Roll Jump to get the "N," then quickly get back on the moving platform, then jump up to the platform above when you can, and continue onwards, jumping over the Mincers you come across, as well as defeating the Krusha enemy you come across (if Diddy, run, if Donkey, defeat), though do not use the barrel, since you need to get the "G" that's in a bonus.

Grab the barrel and continue across the platform. When you reach the end of the platform, jump down and sit the barrel down against the wall there to open up a bonus area. In that bonus area, either wait until the Klaptrap is below the platform with the "G" (only as Diddy) to jump off the Klaptrap and onto the platform with the "G," or use the tire to get onto the platform above the tire.

Once on that platform, preform a perfect Roll Jump (it's mandatory) to reach the platform with the "G" on it (if you are Donkey Kong). After getting the "G" from the bonus, continue out of this level.

NOTE: After this level, you can visit Candy's Save Point and Funky's Flights if you want to.

Animal Buddies

Squawks the Parrot: On the start of the stage.

K-O-N-G Letters
  • The "K" i near the bottom of the first pit. Diddy Kong should cartwheel to get it and roll back.
  • The O is in the middle of the pit with the floating platform.
  • The "N" is in a pit where the floating platform is moving up and down after a lone Mincer.
  • The "G" is found in a bonus stage at the end, where the wooden barrel must be used on the wall near the exit to reveal it.
Bonus Stages

Stop the Barrel! After the Continue Barrel, the Kongs can find a barrel next to a Krusha. They must pick it up and throw it against the wall below to reveal an opening leading to the first Bonus Level. In the area, there are three barrels which quickly cycle between a banana, then a Banana Bunch, and a Life Balloon. The Kongs must match the picture on each barrel to win the depicted prize. After collecting the prize, the Kongs return to the main level.

Bash the Baddies! Another barrel appears after the letter N. The Kongs must pick it up and jump over the Mincer to fall to an area below with the level exit. They must blast away the wall to the left and enter the opening to enter a Bonus Level.

In the Bonus Level, the Kongs must jump on a Klaptrap to earn many Banana Bunches. When the Kongs first jump on a Klaptrap, the Banana Bunch represents a single banana. For each hit that Klaptrap takes, the next Banana Bunch rewards an additional banana. The Klaptrap is defeated when it takes ten hits, causing it to release a whole Banana Bunch (10 bananas) when defeated. In addition, a Rambi Token also appears when Klaptrap is defeated, and the Kongs can collect it to return into the main level.

6. Rope Bridge Rumble, Gorilla Glacier

Donkey Kong Country Gorilla Glacier - 6. Rope Bridge Rumble Map.

Rope Bridge Rumble is the last treehouse village stage of the game. Many tires can found across the location, with most of them floating in the air and, sometimes, also moving at regular patterns. Despite their function still being to reach high places, these bouncing platforms must be used here for most of the traversal over pits. When bouncing on them, good timing is required to avoid falling into pits or harm from touching Zingers on the way. Winky the Frog can be found inside an Animal Crate in the first Bonus Room of the stage. Some Armies, and regular and leaping variants of Kritters are also enemies here.

The level starts on a long platform, with a DK Barrel near your playable Kong. You can carry it until you must bounce off a tire and defeat a Kritter. Jump off another tire, then you encounter an Army, and if you look hard, your first Bonus Barrel. In it, the Kongs collect several groups off bananas while also bouncing off a few tires, as well as obtaining Winky at the end. After the Bonus Level, you proceed toward the letter K, guarded by a pink Zinger, who you can easily defeat with Winky. There is an orange Zinger further ahead, but it's also no match for Winky.

After some more tire bouncing, a Kritter walks across a platform, and is taken out by the heroes. You bounce on another tire up to a higher platform, finding a circling orange Zinger around a tire on a platform. You later come across another DK Barrel, but you should't worry about it if you have both Kongs. You also encounter the Star Barrel, and after breaking it, a brown hopping Kritter above the letter O. Winky can't get the letter on his own, so you have to dismount him and roll/cartwheel off the edge to obtain it. After that, you proceed to another tire, which can help you reach another tire to get two rows of bananas. Below you is a Kritter walking on a bridge, but you don't need to worry about him very much. Next in the level, there are more brown Kritters jumping together across a gap, with a Banana Bunch in between. Take them out, collect the banana bunch, and go forward.

After dealing with another Kritter, you see a moving platform with a tire, which helps you collect the letter N. After that, you continue to see another platform with a tire, but also an orange Zinger. A second platform has another DK Barrel, but you should not need it. There is another moving platform, but a line of two orange Zingers. Jump on them with Winky, and move on. The next platform has two more brown Kritters jumping simultaneously, in between the letter G. The Kongs must again jump off Winky to get the letter. There is an arrow sign, telling you the exit is near. The next platform has a vine barrel, but if you have Winky, you won't need to use it. There are two moving platforms, and with Winky's big jumping, you might miss the platform and lose a life. Jumping across the platforms carefully, you notice a lone banana high up, which is a sign that a Bonus Barrel is there. Jump up a enter the barrel, and the bonus level is a slot minigame. Pick your wanted Animal Token wisely.

The next platform has an Army, carefully take it out. You next encounter another moving platform with a tire, and a line of 3 orange Zingers. It's hard to jump over them normally, so just take them out with Winky. You finally get to the exit of the level.

Layout

At the beginning of the level, the primates travel along several wooden planks that surround a tree. A gap with stationary platform supporting a tire within it follows. They can use the platform to their advantage by crossing the large gap with it. A Kritter marches on a solid bridge platform next to a ledge with another tire at the top of it. The Kongs must use the tire to bounce over a wide abyss and land on a separate platform with a third tire on it. As the heroes travel along this platform, an Army attacks them. They can reach a platform placed at a higher elevation with the assistance of a rubber tire protruding from the ground. This platform holds another tire that stands at the edge of it. An additional tire is placed on the following platform after a small gap. A platform supporting a tire floats inside of the gap. The letter K hovers above it, while a Zinger orbits the platform.

Once they cross the gap and cross the area of planks, they can find a tire at the edge of the bridge. It can be used to cross an abyss just ahead with a Zinger flying above it. Another Zinger can be discovered orbiting a platform with a tire on it in the next abyss. The bridge platform following this has an additional tire at the end of it after a small ledge. The tire is required to reach a higher piece of ground, where another tire can be found. A gap is immediately after the tire with a small platform in it. A Zinger surrounds this platform, trying to attack the Kongs when they approach. Once the gap is crossed, the duo can find a DK Barrel wobbling on a bridge platform. A wide abyss is ahead with four platforms in it. A tire stands on each platform, and Zingers orbit some of them. The objects can be used to cross the pit and reach a bridge platform with some bananas hovering over it. Another platform like this just after a small gap holds the level's Continue Barrel.

After passing the barrel, the heroes discover a small gap with a Kritter bouncing along the edges of it. The letter O floats in the pit. Two bridge platforms are ahead, and they are both connected by a long, straight bridge with several bananas on it. The bananas are too high up to reach with a jump, but the two friends can get to them if they bounce on a nearby tire to land on a platform that moves under them. After the second bridge platform, they approach another gap with two Kritters hopping over it. A Banana Bunch is suspended over the pit, which is followed by a bridge platform supporting a Kritter. A platform holding a bouncy tire moves back and forth in a horizontal path in the abyss to the right of here. The letter N is located in the air above it. On the opposite side of the abyss, the heroes can find a bridge platform with another gap on the other side of it. The gap must be crossed with the use of two moving platforms that support tires.

As they travel on the platforms, Zingers stand in their way. In the center of the gap, they can discover a stationary platform with a DK Barrel on it. Once the primates walk across the bridge platform on the other side of this abyss, they can find another gap that is much smaller. As before, two Kritters hop over it, and the letter G hovers above it. Another bridge platform is ahead of here with a sign on it that indicates that the level is almost over. A barrel sits on a raised part of the bridge. In a wide gap located east of here, the Kongs can find three platforms that move back and forth in a horizontal path. Each platform holds a bouncy tire, and they must be used to cross the whole abyss. Once it is passed, Donkey and Diddy find themselves on a bridge platform with a ledge on it. An Army waits to attack them at the top of the ledge. A wide pit follows with a wall of three Zingers within it. Using a moving platform with a lone tire on it, the two primates must bounce over the wall and make their way onto a pair of bridge platforms with an exit sign between them. If the heroes enter the hut to the right of the sign, they complete the level.

Walkthrough

grab the DK Barrel and wait until you come across a Kremling. When you do, use the barrel on it, then continue onwards until you reach a pit with two tires on the ground on each side of the pit. When you reach that, look carefully and at the bottom of the pit, you should see the rim of a Bonus Barrel. Go in it, then in the bonus area you come to, bounce across the tires to the other side, where Winky awaits. Mount him and leave.

After exiting the bonus, continue through the level, then when you come to a Zinger guarding the "K," defeat the Zinger with Winky, grab the "K," then jump back onto the platform above you, then continue your trek through the level, defeating all the enemies you come across, and bouncing across the tires you come across. When you reach the Star Barrel, break it and continue on.

When you reach the "O," which is above a pit in between two platforms with a Kremling jumping back and forth, get off Winky and preform a Roll Jump to get the "O," then quickly get back onto the platform. Get on Winky again, then defeat the Kremling that's jumping back and forth, then continue your journey through the level until you come across the "N," which you need to use the tire on the moving platform near the "N" to get.

After getting the "N," keep going through the level, bouncing from tire to tire, going on each new platform you come across, defeating the Zingers you come across (Assuming you have Winky. If not, avoid them; you get the picture. Eventually, you will reach the "G" above a cliff, which is guarded by two Kremlings jumping back and forth, who seem to have gotten drunk at K. Rool's pub last night, and are now seemingly hyper.

defeat the Kremlings with Winky, then jump off of Winky (after getting back onto a platform), then do a Roll Jump to get the "G." Once you get the "G," keep going through level and you will reach a huge pit with a few moving platforms with tires on them hovering above the cliffs, shortly after the "G." Bounce from tire to tire until you reach the other side, at which point you should take out the Army enemy and continue on to another moving platform with a tire on it.

When you get close to the three Zingers, bounce off the tire and get back on the tire platform when it is opposite the Zingers. If you did not go into the bonus area in the previous moving platform segment, you can use Winky to defeat the Zingers. Anyway, after getting back on the tire platform after you jump over the Zingers, continue out of this level after reaching the platform.

Animal Buddies

You can get Winky in the first Bonus Level after getting to the exit. He can be very helpful in defeating the Zingers.

K-O-N-G Letters
  • The "K" is found below two high edges, guarded by a Zinger. It is easy to obtain if you take it out with Winky.
  • The "O" is located in between a jumping Kritter, and two ledges. Simply roll or cartwheel off the ledge to get the letter, and quickly jump back to the platform.
  • The "N" is found above a moving platform with a tire. Use the tire, or Winky, to reach it.
  • Located in between two jumping Kritters, just like the Letter O. Take out the Kritters, and do the same method from before to obtain G.
Bonus Stages

Find the Exit! After encountering the first Kritter, the Kongs must jump down into the second pit in the level to land into the first Bonus Barrel. In the Bonus Level, the Kongs must bounce from six half tires each on a small platform to bounce up to sets of nine bananas arranged in a square shape. An animal crate of Winky is on a platform to the very right, in front of the exit.

Stop the Barrel! After the letter G, the Kongs must bounce from a round tire on a horizontally-moving platform. When the platform goes to the rightmost part of its set path, the Kongs can bounce up into the Bonus Barrel. Alternatively, they can bounce from the second moving platform below to reach a banana and enter a Bonus Barrel. In the Bonus Level, the Kongs must jump at three barrels to match either of the four animal tokens on each of them. By doing so, the Kongs are awarded with that animal token. The Kongs return into the main level after either winning or losing the challenge.

7. Really Gnawty Rampage, Gorilla Glacier

Like other boss fights, Really Gnawty Rampage takes place in an arena filled with bananas. If only one Kong enters the arena, they break a DK Barrel at the start to start the fight with their partner.

Really Gnawty takes short hops across the arena and changes direction when reaching an edge of the arena. Donkey Kong and Diddy Kong can attack Really Gnawty by jumping on its head, causing it to laugh and perform a high leap (during which it is invulnerable) targeting the Kongs. For each hit, Really Gnawty moves faster and leaps further and higher. Really Gnawty also does one more large leap for each hit that it takes. The Kongs can defeat Really Gnawty by jumping on it five times, causing the boss to gasp and collapse to the ground. The Kongs are rewarded a Giant Banana.

In the Game Boy Advance remake, Really Gnawty does not perform high jumps aiming for the Kongs after being jumped on, and instead jumps to the opposite side of the arena once, causing stalactites to fall from the ceiling. Really Gnawty remains invulnerable and laughs mockingly until all the stalactites fall to the ground. If the Kongs are hit by a stalactite, they take damage.

Like the previous boss stages in the game, this arena is also located next to banana hoards. The boss Really Gnawty, another giant beaver, must be faced here. The boss' fur is brown in the SFC/SNES and GBC versions of the game, and green in the GBA version. Similar to the very first boss, Really Gnawty will just leap around the arena, ignoring Donkey and Diddy Kong initially. In the SFC/SNES and GBC versions, after they bouncing once on his head, the boss will stop, stare at the screen, laugh, execute a very high jump towards the primates and resume his patrol of leaping.

Really Gnawty will become invincible during these sequences, and the number of high jumps will be the same current number of hits inflicted upon him. However, in the GBA version, after being hit once, the boss will jump towards the right or left edge of the arena immediately, stare at the screen and laugh, while series of stalactites will fall from the ceiling across the location. There will be small gaps between the falling hazards, allowing the heroes to avoid them. During these sequences in this version, Really Gnawty will lose any collision physics temporarily. And, as opposed to the SFC/SNES and GBC versions, where the boss will become faster and more aggressive, more hits Really Gnawty takes, he will keep the same movement pattern during the entire battle in the GBA version. In all game versions, Really Gnawty will be defeated after receiving a total of five hits, and the Kongs will gain a Giant Banana.

After that, the next location on the overworld map of the Donkey Kong Island, the world Kremkroc Industries, will become accessible by the player.

Worlds