Donkey Kong Country 2: Diddy Kong's Quest

Donkey Kong Country 2: Diddy Kong's Quest

Developer: Rare [Encyclopedia Gamia | Rare Home | IGN]
Publisher: Nintendo
Release Date: November 20, 1995
Toys-R-Us / Sacramento
Players: 1
Miscellaneous Attributes: Battery Backed RAM

Story

This game starts with Diddy Kong on the deck of a pirate ship. Inside the ship's cabin, he finds a note from Kaptain K. Rool stating: I've kidnapped that lumbering fool Donkey Kong and you will never see him again. Har-har-har-har! - Kaptain K. Rool.

Diddy Kong, alongside Dixie Kong sets off to rescue Donkey Kong from K. Rool. They will travel through Crocodile Isle to find where Donkey Kong has been taken. They are accompanied by some of their Animal Buddies to help defeat Kaptain K. Rool.

The Kongs start off where the Donkey Kong Country's last boss was located. The original game's island is seen in the background, and Gangplank Galleon (the ship), has run ashore. This will be the first world of Donkey Kong Country 2. It will lead to the Kongs moving to Crocodile Island, where the rest of the game will take place.

Players will need to complete each stage and defeat the boss of each world to progress through the game and make it to the final level. Each world is made up of several levels, that get difficult as the player progresses. In total, there are forty levels. At the end of each world, the Kongs will have to battle a boss to finish the world. The Kongs will face Kaptain K. Rool on The Flying Krock.

Playable Characters

The main characters of Donkey Kong Country 2: Diddy's Kong Quest are Diddy Kong and Dixie Kong.

Diddy Kong

Diddy Kong CharacterDiddy Kong is Donkey Kong's sidekick and best friend, often found tagging along with him on his adventures. He first appeared in Donkey Kong Country, and soon had a starring role in Donkey Kong Country 2. He ended up being kidnapped along with Donkey Kong in Donkey Kong Country 3, where Dixie Kong and Kiddy Kong had to save them both.

Diddy noticably is weaker and smaller than Donkey Kong, which prevents him from hurting some large and armored foes, such as Klumps and Krushas, but he makes up for it with a greater amount of speed and jumping ability. He sports his red Nintendo hat and red starry shirt, but also wears different colors as well, such as a white Nintendo hat and a yellow starry shirt.

Diddy Kong first appeared in Donkey Kong Country, where he was found in the very first DK Barrel in the game. He partnered up with Donkey Kong to help retrieve DK's banana hoard from King K. Rool. Here, he sometimes had trouble defeating Kremlings because of his low amount of strength. Diddy appeared in all other remakes of this game: Donkey Kong Land and Donkey Kong Country for the Gameboy Advance.

Diddy's next appearance was in his own game, Donkey Kong Country 2. This time, he and his girlfriend Dixie Kong helped save Donkey Kong from King K. Rool. Partner abilities were added, in which Diddy and Dixie could throw the other to damage an enemy or reach new heights. Diddy played the role of main protagonist in this game, with Dixie being the sidekick.

Diddy's appearance in Donkey Kong Country 3 is very limited: he only appeared after Baron K. Roolenstein is defeated and KAOS's body is destroyed, revealing Donkey and Diddy Kong inside.

Diddy was the first member of the DK Crew to be rescued by Donkey Kong in Donkey Kong 64. He was found in Jungle Japes after Donkey Kong had to blasted three switches with his Coconut Gun, thus releasing Diddy from his cage, and earning DK a Golden Banana.

Diddy Kong also had his own spin-off racing game, called Diddy Kong Racing. Along with Diddy Kong himself, the game features other Rare characters, such as Banjo and Conker. The players can choose from carts, airplanes and hovercrafts to race on. The game was later ported to the Nintendo DS under the name Diddy Kong Racing DS.

Diddy Kong and Donkey Kong return as the playable duo in Donkey Kong Country Returns, with Dixie Kong and Kiddy Kong being entirely absent from the game.

Dixie Kong

Dixie Kong CharacterDixie Kong is a small, female member of the Kong family. She is the older sister of Tiny Kong as well as a good friend of Diddy Kong and Donkey Kong. She made her debut in Donkey Kong Country 2: Diddy's Kong Quest, where she was a playable character alongside Diddy Kong, playing the role of an inseparable partner and sporting a useful hovering ability. This ability is acheived by the large ponytail on her head, which she spins while in midair, causing her to float. This ability was reborn in the Tiny character introduced in Donkey Kong 64.

Other Characters

The main protagonist characters of Donkey Kong Country are Donkey Kong and Diddy Kong.

Cranky Kong

Cranky Kong CharacterCranky Kong is Donkey Kong's father, who is actually the original "Donkey Kong" who was featured in Donkey Kong Arcade as the infamous antagonist — assuming that he is actually the current Donkey Kong's father. This canon is altered, however, in Donkey Kong Country Returns, where Cranky Kong refers to Donkey Kong as his "grandson."

Cranky Kong later appears as his gradually-aged self in the Donkey Kong Country series. He tends to be cranky, as his name implies. But he does help Donkey Kong and friends on their quests. He would have tips about certain levels, as well as items to buy from him.

Cranky Kong resides in Cranky's Cabin, where he can give Donkey Kong and Diddy Kong random hints on how to beat the game at the cost of Banana Coins. He considers himself to be the best video game hero, and does not believe that DK and Diddy can finish the adventure without his help.

Cranky's Cabin

Cranky Kong's CabinCranky's Cabin is Cranky Kong's location on Donkey Kong Island in the SNES game Donkey Kong Country, Donkey Kong and Diddy Kong get helpful advice and tidbits regarding in-game secrets, power-ups, and tips regarding difficult-level completion. In-between these tips however, Cranky Kong will go off on tangents regarding the good old days and young people's appreciation for the days of primitive video gaming. While it can seem annoying at times, the topics regarding some of these two-sentence long rants can be quite amusing to the right video game fan. In the GBA version of Donkey Kong Country, Cranky's Cabin is renamed Cranky's Hut.

Candy Kong

Candy Kong CharacterCandy Kong is known as the girlfriend of Donkey Kong. She runs Candy's Save Point. She will allow the Kongs to save their progress and take part in a dance contest with them.

Candy's Save Point is a circus-like vendor booth which is operated by Candy Kong, Donkey Kong's girlfriend. As the name indicates, she looks after the only means to save Donkey Kong and Diddy Kong's progress throughout the game, which is done by entering her "save barrel" after visiting the booth. Candy's Save Point, like Cranky's Cabin and Funky's Flights shows up as a usable location only once in every section/level of Donkey Kong Island and is an essential commodity to working the Kongs way through and completing this legendary Super Nintendo Entertainment System title.

Candy Kong's Save PointCandy's Save Point made a reappearance in the GBC port of Donkey Kong Country. Here, Candy's Save Point became a location in which the Kongs had to complete a single challenge in order to attain a special token needed to face the level's boss. Prior to this release, Candy broke out of the saving service in light of entering the music industry. Thus, Candy's Music Shop was born in 1999's Donkey Kong 64.

In the Game Boy Advanced remake, Candy's Save Point was replaced by Candy's Dance Studio where Donkey Kong and Diddy Kong must dance to the music by the right moves.

Funky Kong

Funky Kong CharacterFunky Kong is a part-time surfer who runs a small flight business based on Donkey Kong Island in Donkey Kong Country. He is a mountain gorilla, just like Donkey Kong, and can be found outside of his shop at one point in every world featured in the game. He will be holding a green surf board, while wearing a bandanna and sunglasses. He will allow the Kongs to go to another world that they have completed for free, allowing you to fly to any point on Donkey Kong Island in his custom-built barrel jet. The only condition is that you can only travel to places that you've already been to. Funky then later switched his services from flight to boating in Donkey Kong Country 3, offering motorboat rentals for free to Dixie Kong and Kiddy Kong.

Funky Kong made his first playable appearance as a racer in Donkey Kong Barrel Blast on the Nintendo Wii and then made a similar second appearance later on in Mario Kart Wii. Since this time he as also appeared as a playable character in the baseball title Mario Super Sluggers. Where his major strength is batting and fielding.

Funky Kong's FlightsFunky's Flights, being a business rather than a home, is Funky Kong's temporary job in Donkey Kong Country for the Super Nintendo Entertainment System and every portable remake of this title since then. The purpose of this location is to allow your player to enter a barrel-shaped aircraft modeled after a mock-up commercial airliner and traverse the whole of Donkey Kong Island that you have completed up to the particular Funky's Flights location that you have worked your way up to. Something like this is essential if you are in need of extra lives and need to backtrack and crack down on the earlier, easier levels such as Jungle Japes, where many of them can be found with ease.

It does not matter if you have Donkey Kong, Diddy Kong, or both simians alongside you while visiting this establishment, because Funky will take literally anyone free-of-charge.

Swanky Kong

Swanky Kong is new to the series and hosts a game show named after himself. Swanky Bonus Bonanza, at the cost of Banana Coin, the Kongs can answer a series of questions to earn extra lives.

Wrinkly Kong

Wrinkly Kong CharacterWrinkly Kong is the mother of Donkey Kong and the wife of Cranky Kong. She, like Cranky Kong, provides helpful hints for the players(only in a much less rude manner). She first appeared in Donkey Kong Country 2: Diddy's Kong Quest. She later dies and shows up as a ghost in Donkey Kong 64. Even as a ghost, she continues to help the Kongs on their quests.

Animal Buddies

In Donkey Kong Country, there are 5 Animal Buddies that help the Kongs on their quest to recover the lost bananas. Each Animal Buddy is imprisoned in an Animal Crate with their symbol on it and needs rescue from the Kongs.

Clapper the Seal

Clapper the Seal Animal BuddyClapper the Seal is an Animal Buddy who made his first appearance in Donkey Kong Country 2: Diddy's Kong Quest on the Super Nintendo Entertainment System and then later returned for the Game Boy installment of Donkey Kong Land 2. He was first introduced in the Clapper's Cavern level, where his essential abilities can be put to use. This unique seal has the power to freeze any body of water into solid ice(he can also do the same thing with pools of lava, surprisingly enough). Since this Animal Buddy is only playable within two levels of Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2, Lava Lagoon is the only level in which Clapper can fully display his lava-freezing techniques. Each time time Clapper uses his ability, he claps his fins together prior.

Glimmer the Anglerfish

Clapper the Seal Animal BuddyGlimmer the Anglerfish is an Animal Buddy who made his very first appearance in Donkey Kong Country 2: Diddy's Kong Quest. In this installment he is introduced in underwater levels with very low light or no light at all, no doubt concealing very treacherous traps waiting to trip up Diddy Kong and Dixie Kong. When his Animal Crate is busted open, he follows you from behind as you swim(either alone or riding Enguarde), lighting the way with the natural lantern planted at the end of the antenna on his head, similar to how Squawks lit the way for Donkey Kong and Diddy Kong by way of a miner's lantern strapped around his forehead in the Torchlight Trouble level of Donkey Kong Country. He makes his first and only appearance in the second level of the Krem Quay stage known as Glimmer's Galleon.

Rambi the Rhinoceros

Rambi the Rhinoceros Animal BuddyRambi the Rhinoceros , was the very first Animal Buddy to be introduced in the Donkey Kong Country series. He is the first one to appear throughout the worlds, introducing himself in Jungle Hijinxs, the very first level of Donkey Kong Country. His special ability is to ram through walls that lead to secrets, and take down tough enemies.

Abilities

Rambi is able to ram through any enemy in his path, jumping over them when they are hit. His incredible power also lets him break through doors, barrels and many other objects. He is an unstoppable creature, who's only fault is his incredible runaway speed when he gets hit.

In Donkey Kong Country 2: Diddy's Kong Quest, he gains a new ability. He will now be able to charge, and run much faster. Unfortunately, he will only go in a straight path, and his speed will drop when you jump. This now allows him to break through doors, instead of him just running through walls.

In Donkey Kong Country Returns Rambi can be used to clear the path of fatal obstacles such as wooden spikes. He can also be used as a method of defeating a Tiki Tank.

Enguarde

Enguarde Animal BuddyEnguarde the Swordfish can be found in only underwater levels such as Coral Capers. He uses his large bill to defeat most enemies.

Rattly the Rattlesnake

Rattly the Rattlesnake is new to the series. He is able to jump high and reach high places that the Kongs normally can not. He is similar to Winky the Frog.

Squawks the Parrot

Squawks the Parrot Animal BuddySquawks the Parrot is a parrot Animal Buddy who makes his first appearance in Donkey Kong Country. He has appeared in every Donkey Kong Country game. Donkey Kong 64, Donkey Kong Land 2, and Donkey Kong Land III. In Donkey Kong 64, Squawks is seen to be the most non-cameo appeared Animal Buddy alongside Enguarde. Throughout the series, Squawks is used for different tasks. In Donkey Kong Country Returns, he is used to find hidden Puzzle Pieces.

Donkey Kong Country

Squawks marks his first appearance in Donkey Kong Country and is found only the level, Torchlight Trouble where he will set on a flashlight to light up the dark cavern and to show Donkey Kong and Diddy Kong where they are going.

Donkey Kong Country 2: Diddy's Kong Quest/Land 2

Squawks makes a reappearance in Donkey Kong Country 2: Diddy's Kong Quest and another in Donkey Kong Land 2. Instead of holding a flashlight in this game, he is now rideable so that Diddy Kong and Dixie Kong can now ride him a navigate through higher areas which require flying. He now can also spit eggs to defeat many enemies that Diddy or Dixie cannot defeat without items such as Zingers. Unlike other Animal Buddies, Squawks does not run away when hit by an enemy, but will drop either Diddy or Dixie or the Kongs will lose a life.

Donkey Kong Country 3: Dixie Kong's Double Trouble!

Squawks makes its third appearance in Donkey Kong Country 3: Dixie Kong's Double Trouble! and its fifth in Donkey Kong Land III. Here, Squawks acts in the same manner as he did in DKC2 and DKL2.

Donkey Kong 64

Squawks marks his sixth appearance in Donkey Kong 64. In the beginning of the game, he alerts Donkey Kong that King K. Rool is trying to take over Donkey Kong Island and that Diddy Kong, Chunky Kong, Lanky Kong, and Tiny Kong were kidnapped. He also gives information and advice to the Kongs in this game and can hold Tiny Kong in his clutches and carry her.

Donkey Kong Country Returns

In Donkey Kong Country Returns, Squawks is used as an item in Cranky Kong's Shop. For the cost of 15 Banana Coins, the Kongs will be able to use Squawks to find hidden Puzzle Pieces in a level. He will move around when a puzzle piece is near.

Squitter the Spider

Squitter the Spider Animal BuddySquitter the Spider is an Animal Buddy who was first introduced in Donkey Kong Country 2: Diddy's Kong Quest for the Super Nintendo Entertainment System and came back for an encore in Donkey Kong Country 3: Dixie Kong's Double Trouble!. He can be used by either Diddy Kong or Dixie Kong to reach places which couldn't be reached on foot through use of his convenient webbing. They can be shot out to form temporary platforms which allow such feats to become possible. This Animal Buddy can also flaunt his offensive side by using the webs he shoots as a weapon to take down troublesome enemies.

Donkey Kong Country 2 / Land2

Squitter made his first appearance in Donkey Kong Country 2: Diddy's Kong Quest where he was able to assist Diddy Kong and Dixie Kong on their adventure. He can be found in the first stage of the Crocodile Cauldron level, frequently appearing in further locations from then on. The level in which he is most commonly found is Web Woods(guess why), in which this spider's abilities are essential in order to complete all of the following stages. Squitter can later be found in Donkey Kong Country 3, where his ability to defeat enemies through jumping on them is unfortunately missing, which forces you to rely on his web projectiles alone. Furthermore, his jumping distance is noticeably reduced, but his web platforms remain as helpful as ever.

Donkey Kong Country 3 / Land III

In this playable installment in which Squitter appears in, he remains strong as a helpful Animal Buddy just as he did previously, only they are limited to levels commonly following the "factory" theme. Luckily, there is a level dedicated to the use of this spider's irreplaceable abilities called Krack Shot Kroc. He last appeared in Donkey Kong Land III with his ability to defeat enemies through jumping on them restored, with the exception of the obvious spiked enemies.

Worlds

Gangplank Galleon

World: Gangplank GalleonGangplank Galleon is the final area of Donkey Kong Country which can be reached after Chimp Caverns. Here, Donkey Kong and Diddy Kong finally take on King K. Rool. It is also the first world of Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2, where Diddy Kong and Dixie Kong fight Krow. It is also found in Donkey Kong Land, but under a different name, then known as Gangplank Galleon Ahoy!.

Appearances
Donkey Kong Country

Gangplank Galleon first appears on the horizon of Donkey Kong Country after Kongo Jungle is completed. After each following area is completed, the ship slowly moves closer to the island. When Chimp Caverns is completed, the ship is close enough for Donkey Kong and Diddy Kong to enter. A fight ensues between the duo and King K. Rool, and after a hard battle, King K. Rool is defeated, and DK's banana hoard is returned to him. The ship is destroyed and some parts partially sink. It ends up by the shore of Crocodile Isle, where Diddy and Dixie Kong infiltrate the sunken ship.

Donkey Kong Country 2: Diddy's Kong Quest

Diddy and Dixie enter the partially-destroyed ship. On the ship, they meet some of their animal friends, including Rambi, Enguarde and Rattly. Each Animal Buddy helps the duo overcome the levels they are found in until the boss Krow is found. Krow resides at the Krow's Nest of the ship (notice the nest in the picture) and attacks Diddy and Dixie. After being hit by her own eggs, she falls to the duo, who proceed into the Crocodile Cauldron.

Donkey Kong Land 2

This world once again returns in Donkey Kong Land 2, as a port of Donkey Kong Country 2: Diddy's Kong Quest. All of the levels and enemies are the same.

Gangplank Galleon: Levels
Pirate Panic
Enemies: Neek, Klomp, Klobber

WARP BARREL!: Take out the first Klomp, then do a jumping Team Throw from atop the first of the four barrel platforms.

"K": Watch out for Neeks!

"O": With a well-timed jump, you can crush both Klomps at once while grabbing this letter.

"N": Shortly before the Rambi Crate and watched by the game's very first Klobber.

"G": Protected by the last pair of Klomps.

DK COIN: After Bonus Area 2, dispatch the level's final pair of Neeks, and you will find a vertical line of four Bananas. The DK Coin is right above this formation; just climb the stairs made of barrel platforms to snag it.

RAMBI CRATE: Right out in the open. Another Rambi exists in Bonus Area 2. When you reach the "No Rambi" Sign, you will obtain a Green Balloon as your reward!

BONUS AREA 1: The one gap is not a death trap. Fall down, then run to the right to find the very first of many Bonus Areas. TO COMPLETE: Climb the barrel stacks up and right to find the Kremkoin before time runs out. Can you get the Banana Coin as well?

BONUS AREA 2: The level's only arrow of Bananas points to it. Use Rambi's Super Charge or a projectile (Crate or Klobber) to break down the door on the left, marked by a lone Banana, to find your Bonus Area. You can also get back Rambi in this Bonus Area if you entered without his help. TO COMPLETE: Wipe out every baddie in the passage and the Kremkoin is yours!

Mainbrace Mayhem
Enemies: Click-Clack, Neek, Klinger, Klomp

WARP BARREL!: Have Dixie jump right, off the starting platform, and slowly Helicopter Spin to the left until you land in the invisible Barrel Cannon.

"K": Climb past the first DK Barrel, and then right, to the letter you seek!

"O": Easy to get, but make sure Klinger does not claw you as you journey onward!

"N": To make things easier, whack the two Klomps past the first DK Barrel beyond the Star Barrel without using the Crate provided. Save this for the Klinger to your right past the edge of the twin Klomps' sail. When you climb to where the next Klinger is protecting the "N," drop off his rope and fall directly on top of him to get rid of him and get your letter in one fell swoop.

"G": Watch out for double Klingers when snagging this letter at the bottom of their rope cluster. The letter is positioned at the lower end of the middle vertical rope.

DK COIN: Right above the Exit Target after you leave either the last Bonus Area or the Warp Barrel. Once you are ready, just fall through the Bananas without pause to get a 1-Up Balloon from the target.

BONUS AREA 1: Cartwheel Jump or Helicopter Spin to the right off the starting platform until you grab a rope cluster. The Bonus Barrel will be to your right in plain sight when you climb all the way to the right-hand side of the cluster. Be careful jumping in. TO COMPLETE: Climb the ropes to the Kremkoin. Any monkey can do this, but Diddy is slightly faster than Dixie on the ropes.

BONUS AREA 2: The Kannonball will easily get you to the Bonus Kannon. do not be afraid to use Dixie to hold the Kannonball, as she will be protected from the twin Click-Clacks if you are quick. TO COMPLETE: Whack away five Klingers with either the provided projectiles, well-timed Team Throw Attacks, or a combination of the two, and you will get your Kremkoin reward.

BONUS AREA 3: When you are launched out of Bonus Area 2, watch out for a Klinger as you climb up the rope cluster and, once at the apex of the second cluster of ropes, Helicopter Spin to the left, toward a single Banana, onto a Banana-covered sail with the Bonus Barrel above it. Jump on in! TO COMPLETE: Collect all the Stars without falling off the ropes or running out of time, then climb up and right to locate the Kremkoin.

Gangplank Galley
Enemies: Kaboing, Klomp, Neek, Kruncha

WARP BARREL!: On the giant barrel stack at the start, stand on the middle barrel and do a jumping Team Throw straight up to find this.

"K": Near a Hook. Beware of Kaboings after snatching up this letter.

"O": With a well-aimed Team Throw, a single Auto-Fire Barrel will launch you up to a tall barrel stack. From here, jump to the second Hook to find the letter "O" after getting a Banana Bunch from the first Hook.

"N": Be sure to crunch Kruncha before getting this.

"G": Grab the "!" Barrel and run all the way to the tallest and last barrel stack, with a Chest on it. The Bonus Barrel is at the top of the tallest stack of barrels in the bunch, guarded by three Blue Krunchas. If you want the letter "G," be quick in breaking the Chest it lies in, as your invulnerability won't last forever. You can nab this letter without the "!" Barrel, but I prefer to do so with its invincibility, as it saves time. See “To Complete” under Bonus Area 2 to see how to win the Kremkoin.

DK COIN: At the top of the first stack of barrel platforms, climb the hooks to the right to get the Hero Coin. To get the first hook, land on the barrel stack. From here, do a jumping Team Throw up and right to grip the hook. A better strategy would be to Cartwheel Jump or execute a midair or jumping Helicopter Spin Jump from the top of the barrel stack without landing in the Bonus Barrel again.

BONUS AREA 1: At the top of the starting stack of barrels. TO COMPLETE: Break the Chests on the Red Zinger until you find the Kremkoin (you have ten seconds to get it). Be warned: the Kremkoin is in a different Chest each time you retry the Bonus level.

BONUS AREA 2: See "G" TO COMPLETE: Climb the hooks to the Kremkoin, and make haste!

Lockjaw’s Locker
Enemies: Klomp, Flotsam, Lockjaw, Shuri

WARP BARREL!: Simple: swim right til the water rises, then carefully swim left, keeping the ceiling above you on-screen, until you find the invisible Warp Barrel in a small niche near the start of the level. it is left of a smaller niche in the ceiling. Feel around above you to find your shortcut!

"K": Beware of Jetsam (Green Flotsam)!

"O": Spear the second Lockjaw, then swim down to find the "O" in an alcove to your lower-right.

"N": As the water rises past the Continue Barrel, dodge Jetsam and cruise up and right. There you are, little letter.

"G": While riding Enguarde, take out Jetsam and swim as high up as you can until you find a Lockjaw guarding eight Bananas and the letter "G." Harpoon him with your swordfish bill and get your goodies!

DK COIN: Past the last two Shuris, use Enguarde's Super Dash to find the Hero Coin before the water drains away. Without Enguarde, you can still get it. At the end of the level, jump and Team Throw up and left to the Coin's passage while standing near the "No Enguarde" Sign. You can also do this after the Warp Barrel spits you out here!

ENGUARDE CRATE 1: Guarded by the level's first Lockjaw. A Red Balloon awaits you when you pass the "No Enguarde" Sign.

ENGUARDE CRATE 2: Guarded by a Lockjaw soon after the Continue Barrel. A Banana Bunch is awarded to you at the second "No Enguarde" Sign.

BONUS AREA: Right above the second DK Barrel in the level (get Enguarde first!). This Barrel is to the right of a three-Banana vertical line. Follow the line straight up, through a small crate below two more Bananas, and you will find a letter "A" spelled out in Bananas. This means to charge up Enguarde's Super Dash as you point your bill at the lone Banana on your right, then crash through the giant crate in front of you. There is a quick way to find this Bonus Area as well. When you get Enguarde, feel along the right wall of Enguarde's chamber to find a fake wall leading to a Banana Bunch. Follow the passage straight up until you find your Bonus Area. TO COMPLETE: Find the Kremkoin in a huge underwater labyrinth. do not FOLLOW THE BANANAS!!!

Topsail Trouble
Enemies: Neek, Kaboing, Click-Clack, Flitter, Kruncha, Zinger, Klinger

WARP BARREL!: Right below the start. Helicopter Spin or Cartwheel Jump (preferably the latter) to the right, underneath the sail Rattly's crate is resting on.

"K": Easy to get with Rattly if you do not mess up your jump.

"O": Right above a Klomp.

"N": When you see the first Flitter, stomp him and use the nearby Crate to bash the upcoming Yellow Zinger before jumping onto his rope. Once on the rope, climb right, then down. Avoid hitting the next patrolling Zinger as you swoop down to get the letter.

"G": Bag the Blue Balloon all the way to the right of the Exit Target with an upward Team Throw, then pick up the Crate below the Blue Balloon and smash the last Zinger with it. Get back on the rope and jump with exact timing for your golden letter.

DK COIN: Oh, boy, this is easy to miss amidst all the excitement of climbing the rigging. After leaving Bonus Area 2, jump right and Helicopter Spin all the way to a vertical rope cluster. Now jump right and Helicopter Spin to a sail with the Hero Coin above it.

RATTLY CRATE: At the start. Spring to the "No Rattly" Sign for a free Banana Coin!

BONUS AREA 1: Squash the three Click-Clacks, then climb up until you see a Kaboing to your left. Now a jumping Team Throw or a big jump from Rattly (while on Kaboing's sail) will get you up to the small platform underneath the Bonus Barrel. Use a Team Throw or a jump from Rattly to get to your destination. TO COMPLETE: Crush every Flitter without a mistake. If you've lost Rattly, you can get him back here.

BONUS AREA 2: When you see a pair of Flitters to the left of a moving Zinger, jump up, between the Flitter pair and the Zinger, until you catch onto an invisible hook, then bounce left off the two dragonflies to find your Bonus Area. Be careful! TO COMPLETE: Dodge the Flitters as you climb the ropes to the Kremkoin!

BOSS LEVEL: Krow's Nest
Enemies: Krow

Diddy is best for this first part. The Krow will drop an egg. It bounces; jump on it to stop it. Grab it and Krow will swoop down, but it should hit the egg and get hurt. Do this again, then, switch to Dixie. Now Krow will fly around and hit the nest to make eggs fall. Avoid them. When an egg lands rather than falling off the screen, wait a little bit to make sure it’s not bouncing at all, then you can pick it up. (If you run to it too quickly, you may get hurt if it’s still bouncing a little from landing.) Hit Krow with the egg. (If you take too long to hit it, Krow may swoop down). Hit the boss one more time to win a Kremkoin.

Crocodile Cauldron

Crocodile Cauldron is the second world featured in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. It offers a volcanic theme.

Trivia

• In Donkey Kong Land 2, Crocodile Cauldron and Krem Quay have been merged together.
• The boss of this world is Kleever.

Environments

A lava themed world, complete with a volcano, a wrecked ship and a mineshaft.

Crocodile Cauldron: Levels
Hot-Head Hop
Enemies: Neek, Klobber, KrocHead, Klampon, Zinger, Kruncha

WARP BARREL!: Team Throw up to above the start, then execute another jumping Team Throw straight up, to the left of the camouflaged Chest.

"K": The first Chest in front of you has this letter inside.

"O": Protected by two Klampons guarding the Chest with the Kannonball inside it. See Bonus Area 1 for how to get to the Bonus Kannon.

"N": Above a Brown Krochead.

"G": Platform webs or Team Throws will work here, but take care of Kruncha first, or you will suffer for your ignorance and naivety!

DK COIN: Right when you get Squitter (you cannot get this without him), make web platforms upward, right above the "Y" made of Bananas, until you find the DK Coin.

SQUITTER CRATE: Impossible to miss. Your arachnid ally will transform into a 1-Up at the end of the level.

BONUS AREA 1: At the letter "O," hit the lower Klampon to get a Chest safely, then destroy the upper Klampon with the Chest to get the Kannonball. Take it to the Bonus Kannon and there you go! TO COMPLETE: Use the twin Brown Krocheads to carefully collect all the Stars before the timer reaches zero.

BONUS AREA 2: Only Squitter can get this. When you see two pairs of Bananas above you, make a web platform underneath each pair, then spin and jump up and right until you land in the Bonus Barrel. TO COMPLETE: Web platform straight up above until you find your Kremkoin.

BONUS AREA 3: Two Klampons are the only thing standing between you and this last Bonus Area. Eliminate them, then either Team Throw your way into the Bonus Barrel or have Squitter web platform your way to it. TO COMPLETE: Use Squitter (who can be found here if you lost him before you came in here) to make platform webs up and right to find the Kremkoin. If you are still mastering web platforming techniques, the Bananas will help you know where to place each web.

Kannon's Klaim
Enemies: Neek, Kruncha, Klomp, Kannon, Flitter, Zinger, Mini-Necky

WARP BARREL!: Below the ledge with the twin TNT Barrels. Get rid of the baddies on this ledge, then walk off the left edge. Immediately, Helicopter Spin to the right, under the ledge, to find your elusive Warp Barrel.

"K": When the first Kruncha is crunched with the twin Neeks, time your launch from the first Arrow Barrel so you land in the second one. From here, blast back to the right to nab the letter and land on the wooden catwalk you started out from. Also, you can steer your trajectory from the second Barrel Cannon so you claim the "K" and return to the Arrow Barrel you fired from, but this is much more risky, even though it saves time.

"O": As soon as you see barrels flying toward you from the right side of the screen, go right and disarm the Kannon firing them with a knock on his noggin. You can also use the TNT Barrel provided to block one of his shots or even hit both him and his barrel at the same time. The latter can only happen if his projectile is close enough to him when the TNT Barrel explodes. From his catwalk, a jumping Team Toss at the letter "O" from the left edge of the catwalk will be enough to get it, but do not forget to recover your buddy when he/she lands on the lower catwalk!

"N": After you knock out a Mini-Necky after escaping a patrolling Zinger, go right and stop when you see the Diddy Barrel on a small ledge with the letter "N" above it. At the right edge of the bigger platform you are standing on, jump straight up and throw your partner upward, above the right edge of the platform, to land near the Bonus Barrel behind a Kannon. That is why you must throw from this position. Otherwise, you could land too close to the Kannon with your partner and lose him/her (not to mention risk falling to your possible doom). You can also ride the Diddy Barrel to see the exact location of the last Bonus Area to further get your bearings and, in addition, capture the letter "N"!

"G": Once you leave Bonus Area 3 and trounce two Mini-Neckys, take the Chest you find and smack another Mini-Necky with it to uncover the level's last letter.

DK COIN: At the start of Bonus Area 1, do a Helicopter Spin Jump to the right to find it. Use the Dixie Barrel to shoot back into the fray.

BONUS AREA 1: At the beginning ledge, do a jumping Helicopter Spin right off the edge to find the Bonus Barrel. Just crush the Neeks first. TO COMPLETE: Use the Diddy and Dixie Barrels to find your Kremkoin.

BONUS AREA 2: You cannot see the Bonus Barrel unless you turn left immediately after the Zinger-guarded Arrow Barrel beside the only horizontal Arrow Barrel in the level spits you up onto an upper catwalk with a lofty DK Barrel. Be on your guard: this is watched by double Mini-Neckys (one is off-screen). Use a running jump to the left to land in the Bonus Barrel before either bird can divebomb you. Also, bouncing off one of the twin swooping Mini-Neckys will work to get you to your destination, but as this is more dangerous, I do not recommend it unless you cannot get your partner back at all. TO COMPLETE: Blast from Arrow Barrel to Arrow Barrel to win this Kremkoin. If you fall, be quick to get back on the path before time runs out.

BONUS AREA 3: Though you can get this Bonus Area in the manner described in "N", what if you have no buddy anymore? Just bounce off of one of the final Kannon's barrels to defeat him and access the last Bonus Area. do not hesitate for a second when you avoid the level's last Zinger and land on the platform below the final Arrow Barrel — if you are too slow, you could get shot! See the single Banana to your right in midair? A well-timed Spin Jump toward it followed by a Helicopter Spin will also take out the Kannon for you if you are quick enough, but if you have Diddy, execute a short Cartwheel Jump toward the Banana and use the incoming barrel as a platform, bouncing from the flying barrel onto Kannon's head. TO COMPLETE: Bounce from Flitter to Flitter to find your prize. Not every Flitter needs to be crushed for you to find the token.

Lava Lagoon
Enemies: Neek, Flotsam, Klampon, Lockjaw, Puftups, Click-Clack, Klobber

WARP BARREL!: Above the second large, clean crate (no moss or weeds covering it) when you start the level. it is past the first Clapper and guarded by a Klampon.

"K": Once you pass the third Clapper, swim down and left.

"O": Swim down, left, and then up when you hit the fourth Clapper, avoiding the baddies you encounter, including a nasty Lockjaw who guards the letter itself.

"N": At the Banana arrow pointing upward, get off Enguarde, run right, and jump on the second Clapper from the Continue Barrel (the first Clapper you find when you rescue Enguarde). Get back on your swordfish buddy and swim straight up as safely as possible, watching out for Lockjaws, until you swim through a small alcove (the entrance of which is marked by two small crates: a rectangular crate and a square crate above that). Charge upward for a little while longer and enter a secret upper passage leading to the right. Dart right and use Enguarde's Super Dash to get to the letter "N" as well as a few other rewards.

"G": When the road ahead narrows and forks vertically up and down, take the lower route to the "G," then swim back up to the final Clapper as fast as you can!

DK COIN: Swim down to the right of the last Clapper, get the "!" Barrel, and swim as fast as you can to the right and get the Hero Coin before your invulnerability disappears.

ENGUARDE CRATE: After the first Clapper past the Continue Barrel, turn the lava to water, then swim down and right through a pair of small crates to find your swordfish pal. When the water reverts back to lava, you will lose Enguarde, so keep hitting Clappers to stay that reversion as long as possible. At the "No Enguarde" Sign, your reward will be a Red Balloon!

CLAPPER: Turns lava to water for a short time.

BONUS AREA: After the "No Enguarde" Sign, pick up the Barrel you see (or a Click-Clack if you mess up your throw), and chuck it at the large crate on your right. A single Banana will show which crate must be broken. TO COMPLETE: With Enguarde, carefully but quickly stab every Flotsam and Puftup to win a Kremkoin as well as a Banana Bunch from Enguarde. Here, the water stays water, so do not worry about getting boiled alive.

Red-Hot Ride
Enemies: Klobber, Kruncha, Zinger, Flitter, Neek

WARP BARREL!: At the letter "K," park your hot-air balloon to the letter's right, atop the level's third steam column, then jump and throw your partner straight up.

"K": Can you get this without sinking down too far?

"O": Have Rambi horn the Zinger above it before attempting any letter capture.

"N": Use the first DK Barrel past the Continue Barrel to bash the upper of two Zingers guarding a balloon, but can you get the DK Barrel there without breaking or dropping it? With the Zinger cleared away, move closer and get on top of the balloon above the lower Zinger and jump to the "N". With an upward Team Toss at the same time, you will also snag the hidden Hero Coin too!

"G": On grabbing this, prepare to squeeze below three more Zingers! Almost there.

DK COIN: See "N."

RAMBI CRATE: Impossible to miss unless you do not look up to find him. Watch out for the Zinger and Kruncha! Rambi gives you a Banana Bunch when he cannot go any further.

BONUS AREA 1: Past the first giant sequence of balloons and Zingers is a stony sloping wall just before the "No Rambi" Sign. Have Rambi use his Super Charge and break down the wall! TO COMPLETE: Do not let a single enemy escape your sights. DESTROY THEM ALL!!!

BONUS AREA 2: Right below the Continue Barrel. Have Dixie jump from a balloon and Helicopter Spin downward until you reach the Bonus Barrel. Watch your step while you do this dangerous stunt! TO COMPLETE: Using the hot-air balloon and careful timing, I recommend using Dixie's Helicopter Spin to snare all the Stars.

Squawk's Shaft
Enemies: Krook, Klomp, Zinger, Klampon, Mini-Necky, Kannon

WARP BARREL!: Go past the first Krook, then do a midair Helicopter Spin jump to get here. You might even get a Banana Coin if you time it right!

"K": Whack the first Krook with the first Chest, and the letter is yours!

"O": Just past the Continue Barrel, obscured by a Krook.

"N": Careful flying will earn you this letter! Just nail the two Yellow Zingers with eggs, and make a cautious swoop over the Red Zinger.

"G": Fire from the Barrel Cannon at just the right moment to get this prize on the Exit Target. To do this successfully, leap into the Barrel Cannon just as the letter appears on the Exit Target.

DK COIN: To the right of Bonus Area 3.

SQUAWKS CRATE: You will inevitably find this crate.

BONUS AREA 1: Crush the second trio of Klomps, then Helicopter Spin or Cartwheel Jump right from the right edge of their platform until you land in a Barrel Cannon. Fire at the correct angles, avoiding the Zingers, until you shoot into the Bonus Barrel. TO COMPLETE: Break the correct Chest onto the Red Zinger, and the prize is yours!

BONUS AREA 2: At the Continue Barrel, Team Throw up and into the Auto-Fire Barrel to your left. you will be blasted into the Bonus Barrel immediately. TO COMPLETE: Follow the correct path via spinning Barrel Cannons. Misfires will slow you down.

BONUS AREA 3: When you see two Krooks facing each other after a nasty Mini-Necky flock, bean them both with eggs, then fly up onto the lower right-hand platform. Get the Banana Coin if you wish as you fly right and spy a third Krook on a ledge above you. Dispatch him, then fly right until you can fly no more. At this point, fly straight up to find the DK Coin and Bonus Area 3. TO COMPLETE: Take your wrath out on the Zingers until the Kremkoin appears.

BOSS LEVEL: Kleever's Kiln
Enemie: Kleever

This guy can be really scary to deal with. Six Kannonballs will destroy him, but watch out for his giant fireballs (carefully jump over them when you have room) in the first half of the battle while waiting for a Kannonball to fall out of the sky. When a Kannonball drops or you find one on the other side of the arena and back, throw it at Kleever before he can launch another fireball shower.

After his fake demise, Kleever will lunge at you and chase you around on the hooks that appear after dodging his first lunge after the third hit. This is done by standing back and letting him come to you, then jumping over him as he charges. This time, hit him in the hilt with the Kannonball you see, then repeat the process. On the final hit, stand with your Kannonball directly underneath Kleever as he descends to get him to hit the projectile while he drops down

Krem Quay

World: Krem QuayKrem 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.

Krem Quay: Levels
Barrel Bayou
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 Kremkoin. Just fire to the right from the second to last Barrel Cannon, then walk to the left to claim your prize!

Glimmer's Galleon
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!

Krockhead Klamber
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!

Rattle Battle
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.

Slime Climb
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.

Bramble Blast
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.

Kudgel's Kontest
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.

Krazy Kremland

World: Krazy KremlandKrazy Kremland is the fourth world found on Crocodile Isle. It is an amusement park world created for King K. Rool's henchmen. Diddy Kong and Dixie Kong must traverse this area on their way to rescue Donkey Kong. It`s main feature is high speed roller coaster levels and features a Bramble level. The boss for this world is King Zing.

Krazy Kremland: Levels
Hornet Hole
Enemies: Zinger, Click-Clack, Spiny, Krook

"K": A few good wall jumps will get this for you.

"O": Extremely easy to miss if you do not know where to look. Who would expect to find the "O" AFTER the Continue Barrel? Anyway, have Squitter eliminate the Zinger blocking the first Arrow Barrel before springing into it. As you near the top, carefully set down on the main path, taking out the two Zingers to your left as well as the Zinger on the right, who guards a Banana Coin. When they're taken care of, jump up and right, and deploy platform webs to reach the top of the passage (or if you lose Squitter in the process, leap from the honey patches on the right wall to get there). Along with the "O," you will find a DK Barrel, so if you are alone and you hear monkey chatter when at the top of the first vertical shaft after the Continue Barrel, just imagine the monkey inside the DK Barrel is saying, "I'm up and right! I'm up and right! Get me out of here!"

"N": Either guarded by a Zinger or by a Krook, so have Squitter whack them with attack webs before trying to collect this obvious letter.

"G": One of the prizes at the Exit Target. Jump from the tip top of the high honey patch at the right time to claim this last letter.

DK COIN: Get Squitter, or you cannot get this. When you have him, stop after the three-stair Spiny attack. See a Yellow Zinger in front of you, guarding a shaft below with a lone Banana? Whack the Zinger away with an attack web, then drop down the gap. At the bottom, analyze where you are. A single Barrel Cannon lies tucked into a little niche on the right, and two Yellow Zingers block a chamber to your left. Wipe out the two Zingers, then jump to this left-hand alcove, which is swarming with Bananas. The Hero Coin is at the top of this alcove. After getting the Hero Coin, go right and use the Barrel Cannon to shoot you back up onto the main path.

SQUITTER CRATE: After the first true "death pit" marked by a single Zinger at the bottom of the screen, take out (or jump over, whatever your preference) two more Spinys, and you will barely see a Hook above you. Team Throw to it, then climb the honey on the wall, following the three Banana markers, to find your arachnid ally. Prepare to shoot attack webs left like crazy while plunging down the left shaft, as Spinys will sneak attack you at the bottom! For those who bring Squitter to the "No Squitter" Sign, a lovely 1-Up Balloon awaits!

BONUS AREA 1: At the start, throw your friend to a Hook above, then climb onto the honey patch. Jump to the upper passage, using the left honey globs for altitude, until you find three more Hooks in a row. Use these to traverse right until you find a doorway in the right wall. TO COMPLETE: Break the Chest on every Zinger to find your Kremkoin.

BONUS AREA 2: After leaving Bonus Area 1, drop down, then walk right through another doorway on the right wall. TO COMPLETE: Simple! Use the honey patches on both sides to quickly reach the Kremkoin! Just do not fall!

BONUS AREA 3: At the top of the shaft with the letter "N", two Spinys and two pairs of Bananas can be found. Defeat the Spinys, then follow each pair of Bananas (there are really four pairs,positioned in a climbing stair formation) with platform webs until you find a Zinger protecting a doorway into the right wall. Hit him with an attack web and proceed through the door. TO COMPLETE: Use platform webs to climb upward to the goal.

Target Terror
Enemies: Zinger, Flitter, Klank

"K": Just bounce off the first Flitter.

"O": Can you get this easy-to-find letter?

"N": Easy enough to find with a well-timed jump over oblivion.

"G": you will find this coming out of Bonus Area 2.

DK COIN: When entering the second shack, jump up to snag the DK Coin.

SQUAWKS: In Bonus Area 1. you will get a Banana Bunch from crossing the "No Squawks" Sign.

BONUS AREA 1: After passing the first X Barrel, prepare to jump from the apex of the next rise in the track. Time it right, and you are in the Bonus Barrel no problemo! TO COMPLETE: Carefully bean every Zinger with Squawks's eggs, then fly to the upper-right passage for your coveted Kremkoin award!

BONUS AREA 2: Follow the second Klank as he falls to find this. As he falls for the final time, jump to the car marked by the Banana trail and cruise into the wooden entrance! TO COMPLETE: Jump from car to car without falling, and you are sure to win!

Bramble Scramble
Enemies: Krook, Zinger, Click-Clack, Flitter, Kannon, Mini-Necky, Kloak

"K": Wipe out the first Krook, then hurtle the giant thorny knot to the right of your starting position, following the Bananas to land in a Barrel Cannon. Carefully blast to the right to access the "K" and a Banana Bunch. When finished, fire up and left to return to the main path.

"O": All the way to the left after the first Kannon, but do not fly too fast or fail to destroy any enemies who get in your way, or you will get skewered!

"N": In the upper-right corner of a huge swarm of EIGHT Red Zingers shortly after the second Squawks Crate. Be sure to watch out for Krook when bagging the letter itself!

"G": Given to you by Squawks at the end of the level.

DK COIN: At the Continue Barrel, jump through the fake thorns to your right and land on the boardwalk with the lone Banana on it. From here, Cartwheel Jump (Helicopter Spin Jump is not a good idea here) to the Squitter Barrel. Once you have him, make web platforms in the giant chamber until you spot a lone Banana to your left inside a thorny wall. This wall is fake! Spin platform webs straight through the wall, and when you are done, walk through at any pace you are comfortable with, as long as you keep making web platforms beneath you. Get the Hero Coin, then back out the way you came in with platform webs protecting your feet from deadly thornbushes.

SQUAWKS CRATE 1: Right out in the open.

SQUITTER BARREL: See DK Coin.

SQUAWKS CRATE 2: cannot miss it.

BONUS AREA: Defeat the first Click-Clack, then carefully Team Throw up to the "!" Barrel. While you are invincible, charge through the thorns underneath the main path and land in the Barrel Cannon. Fire from here to the Bonus Barrel. TO COMPLETE: Collect all the Stars while avoiding or blowing away Zingers with eggs. Watch yourself when getting the Kremkoin as well as the Stars!

Rickety Race
Enemie: Klank

SHORTCUT!: Hold Left on the Control Pad after landing on your cart, and you will go left under the start when the race begins. When you hit the hidden Plus Barrel, you will blast off into the race like a missile for a short time, plowing anyone in your way until your speed boost disappears.

"K": Easy to get, if you are paying attention.

"O": Can you get it without losing your place in the race?

"N": Each Klank gives you a prize when crushed under your wheels. Trounce the second Blue Klank (he is in 3rd Place) to get this letter. You MUST jump on him to claim it.

"G": Not too hard to get at all. Did you get the "N?"

DK COIN: Get into 1st Place to get this. Be careful, winning the race won't be easy!

BONUS AREA: At the start, use two upward Team Throws to get to the top of the first shack, then Helicopter Spin to the entrance at the top of the second shack. TO COMPLETE: Derail five Klanks to get the Kremkoin. You can jump at them from below to save time.

Mudhole Marsh
Enemies: Flitter, Cat-O’-9-Tails, Click-Clack, Mini-Necky, Zinger, Kannon

"K": Take out the first Cat-O'-9-Tails carefully and execute a Team Toss to this letter high in the air. If Cat-O'-9-Tails is sitting down after an attack, you can also use him as a stepping stone to reach the "K" as well. If you get caught in his tails, use Left or Right to direct your flight so you snare the letter and afterwards flatten your opponent in one decisive move!

"O": When you find a Banana suspended high in the air above a large Mini-Necky-guarded barrel platform, the Chest on the next platform in sequence has the "O" inside.

"N": Bounce with care off of one of Kannon's barrels to get this.

"G": Grab the Chest shortly before a Green Krochead and bash the first Cat-O'-9-Tails with it. Team Throw straight up to the "G" to nab it, but do not hit any Zingers!

DK COIN: One of the prizes at the Exit Target. Spare the last Kannon (the only one who faces away from you, to the right)! you will need his Barrels to get enough height to win the DK Coin prize. Use the Hook to avoid Kannon, then stand to the right of the Exit Target to anticipate the flying Barrels. Now the trick is to land on the target while bouncing from a Barrel and snare the Hero Coin. You need to bounce from a Barrel to the target's left in order to do this.

BONUS AREA 1: Avoid the third Cat-O'-9-Tails guarding the first Bonus Barrel above while executing a Team Throw up to the Barrel. I prefer to beat the baddie first, but you could use either way. TO COMPLETE: Several careful Team Throws are the ticket to a Star-packed victory.

BONUS AREA 2: Watch out for Kannon as you take the Kannonball to the Bonus Kannon. TO COMPLETE: As you throw the Kannonballs at the baddies to destroy them all, do not lose any of them!

Rambi Rumble
Enemies: Kutlass, Zinger, Klampon, Kannon

"K": Crush the first Klampon and drop down to the right via the lower honey patch or a Helicopter Spin to locate two Hooks. The left Hook has the "K" spinning beneath it. Once the letter is snagged, use the lower-left honey patch to get back on the path. But remember that you cannot use a Helicopter Spin when jumping straight from a honey patch on a wall. Uh-oh.

"O": Guarded by the level's second Kutlass. Once you beat him, use either a Cartwheel Jump or Helicopter Spin Jump to carefully grab the "O" and avoid the Yellow Zinger ahead.

"N": After using the first Zinger after the first Kannon as a step, trounce the three Zingers ahead to claim the letter "N."

"G": One of the prizes on the Exit Target. A timely launch from the nearby Barrel Cannon will earn your reward.

DK COIN: Two invisible Hooks in front of the entrance to Rambi's chamber will get you up and over, into the passage you normally enter with Rambi. While standing just in front of the doorway, jump up to grab the first Hook, then jump up again to find Hook 2. Now up and over! See the DK Coin and a Yellow Zinger? Climb the honey to the Hero Coin, then climb the opposing honey patch to go back up and over to where the two Hooks are. Now you can get Rambi. If you enter the doorway and fail to get the Hero Coin, just start again from the Continue Barrel; you cannot get the Coin, so do not waste valuable time trying.

RAMBI BARREL: Easy to see. Use a Team Throw or the patch of honey to get his Barrel.

BONUS AREA 1: After you've been launched from the second Barrel Cannon and landed on your feet, do you see a lone Banana above you and to your left? That's a Hook in disguise! Jump to the Hook, then jump to a nearby honey patch. Now leap to a clearly visible second Hook and jump up the honey patches, avoiding the circling Yellow Zinger, and run through the doorway in the left wall you come to. TO COMPLETE: Climb the honey to the Kremkoin! Easy as that.

BONUS AREA 2: Just before the "No Rambi" Sign and right after the Auto-Fire Barrel that takes you there, hold down A and ram through the short right wall in front of you. Watch out for the super-sized Zinger, who stops at the right edge of the honey patch behind you (is that King Zing, I wonder?). you will get hurt if you touch this big bad bee! TO COMPLETE: Take out all the enemies as you go forward to find your Kremkoin at the end of the tunnel.

King Zing Sting
Enemie: King Zing

King Zing: Another day, another giant Zinger boss (though way harder to fight than Queen B. from DKC). This time, you need Squawks and his eggs to dethrone the King. The skirmish's first half starts with the massive yellow King Zing flying around the chamber. Hit his red stinger with an egg (Nintendo Power recommends you come from behind and underneath him for this, and so do I) six times, whilst afterwards dodging the counterattacks of his impregnable red form — flying like crazy for a few seconds or showering the chamber with three salvoes of eight stingers are his replies to each hit (the first, third, and fifth hits send him flying crazily; the second and fourth hits trigger the stinger explosions). Evade the spikes by flying between two of them as they are launched, but do not let the King get too close, or dodging the spikes will be all but impossible without damage to yourself. Each hit causes King Zing to fly faster and faster.

This battle's second half starts after six eggs hit the King's stinger, shrinking him down to a normal-sized Red Zinger, protected by four rotating Yellow Zingers, which you must bean with eggs to proceed to the final stage of the fight. Be quick to get them all, or the Zingers you defeated before the fourth and last one will come back shortly after falling. King Zing reverts to yellow after losing his Zinger personal guards and chases you around the room. Three more eggs will knock him out of the sky, but be wary to dodge his red form after he takes a hit. The ninth hit is the last one, turning Squawks into the Kremkoin.

Gloomy Gulch

World: Gloomy GulchGloomy Gulch is the fifth world featured in Donkey Kong Country 2: Diddy's Kong Quest and the fourth of Donkey Kong Land 2. It offers a spooky-like appearance and has plenty of fog surrounding it is location. This world consists of three spooky woods levels, a haunted library level, and a beehive level. The boss in this world is Kreepy Krow. This world is also filled with ghosts, and spooky Kremlings.

In Donkey Kong Land 2, the world has changed a little bit, due to the level Haunted Hall being replaced by Krazy Koaster and when Diddy Kong and Dixie Kong complete this world, they can see a Klubba's Kiosk on the left side of Gloomy Gulch.

Environments

An amusement park area that is for the Kremling Krew. There is a honeycomb area in this world with a bunch of Zingers. King Zing is the boss for the world.

Gloomy Gulch: Levels
Ghostly Grove
Enemies: Klomp, Kloak, Spiny, Klampon, Klobber, Kruncha, Kaboom

"K": To safely get the "K", stomp Klampon first, then Cartwheel or Spin into the Spiny. Go get your prize!

"O": After bashing the first two Blue Krunchas, take out Spiny and use the Ghost Rope to reach the letter "O."

"N": Annihilate the Yellow Zinger with the level's first TNT Barrel (make sure the Kaboom inside is inactive first) before crossing the gap with the four Ghost Ropes beyond. Once across, switch to Diddy (it is harder to use Dixie for this) and slowly walk toward the Barrel ahead. When the Green Klobber activates and blitzes toward you, jump straight up without moving forward to land on his head and stun him without waking up Kaboom at the same time. Pick up the neutralized Kremling and use him as a shield to immobilize Kaboom by letting him charge into Klobber's Barrel (with Dixie, you will have to throw the Green Klobber directly at Kaboom just as he starts charging at you to avoid being obliterated). Now, be quick to hit Kaboom with the Chest, which contains the letter "N". If you were too slow and Kaboom is only stunned by the Chest, just grab him and move forward until you can see a pair of Klampons below the two rapidly disappearing Ghost Ropes. Hurl Kaboom directly at the first Klampon when you can see both the shark-jawed monsters on-screen at once. This will ensure that the second Kremling foolishly walks into the fatal explosion and gets blown away along with his comrade. When the Klampons are cleared out by whatever means you choose to use, climb the Ghost Ropes to the second Bonus Barrel as quickly as possible. Try to grab the first rope just as it appears. However, this is easier said than done.

"G": Whack away the Spinys under a circle of Bananas high above you, then toss your primate pal up to this formation to snare the invisible "G."

DK COIN: Right below the plain where you find the "O". Deal with the Klobber ahead before doing anything else. Now go left and Helicopter Spin under the road beneath the "O" until you land in an Auto-Fire Barrel which will get you your Hero Coin and, with the help of a second Barrel Cannon, shoot you back into the action again.

BONUS AREA 1: Once you've hurtled the first Zinger, disable the Klobber, without breaking the empty Barrel nearby, and throw him up and to the right so he rolls through the two Krunchas ahead and splinters open the Bonus Area entrance. You could also smash open the entrance with a normal throw, but that is much harder to pull off. TO COMPLETE: Keep smashing the Red Zinger with the Chest until the Kremkoin pops out. Use the Up button as you throw to hit the Zinger.

BONUS AREA 2: See "N." TO COMPLETE: Using the Ghost Ropes, get to the other side of the expanse to find your Kremkoin.

Haunted Hall
Enemies: Kackle, Zinger

"K": An easy but well-timed leap is the key here while Kackle 1 is pursuing you relentlessly.

"O": Can you grab this while frantically smashing Plus Barrels to add time to the second Kackle's timer?

"N": Are you skilled enough to snag it on Kackle Number Three's road without shattering a Minus Barrel by mistake?

"G": When the last Kackle is chasing you, snatch the letter "G" carefully so you avoid the Minus Barrel strategically planted nearby.

DK COIN: At the Exit Target, scurry straight left, underneath the boardwalk, to claim your Coin.

BONUS AREA 1: After successfully evading the first Kackle (he wears a blue bandanna on his skull and hoards the letter "K"), jump onto the upper track ahead, then on top of the wooden shack above that to get where you need to go. Be quick or you will enter Bonus Area 2 too soon! TO COMPLETE: Hit the Plus Barrel at the top of the track to charge backward, then spring onto the upper track. Use careful jumps to stay on these higher rails, or you will fail to get the Kremkoin. You need only use the B button in this bonus stage, even when your car is screaming in the opposite direction.

BONUS AREA 2: Upon exiting Bonus Area 1, just let your car wheel into Bonus Area 2 on its own! is not it beautiful when all we have to do to get somewhere is by sitting back and not doing anything? do not get lost in this positive feeling, or your accuracy and agility will get hampered to a degree later on... TO COMPLETE: Not a single gap in the track can be found here, so keep leaping for Stars, without using any buttons other than B if you want, until you earn your Kremkoin at the far end of the rails.

BONUS AREA 3: Talk about hard to get! Moments after escaping the yellow-bandanna-toting Kackle 3, you will see an upper and a lower track. You need to get to the lower track (which has a line of Bananas on it) without unintentionally landing on the Zinger-infested upper track, by either two methods. Method One calls for a strategic small hop just when you are about to tumble off the main track and into the abyss below. Method Two is a short hop from a little farther back, but not too far back, or you will either land back on the track you jumped from or plunge to your doom.  If your timing is right either way, you will get to the level's final Bonus Area. TO COMPLETE: Now it really gets difficult. With strategically-placed leaps, ride the rapid rails to the Kremkoin, but do not fall into the chasm through the gaps in the track!

Gusty Glade
Enemies: Klampon, Click-Clack, Spiny, Kutlass, Neek, Kannon, Zinger

"K": Crush the first pair of Spinys, then get off Rattly and bash the Chest open on the Kutlass below to find your golden treasure.

"O": do not fall!

"N": Past the first Kannon, you will see three Kutlasses in sequence -- first a single one below a Hook, then a pair on the other side of a tall, unevenly-stepped hill with a DK Barrel on its summit. Ignore the lone Kutlass for now and whack away the bottom Kutlass with the special Barrel when he is far enough away from you for you to attack him without getting minced. With the Chest he guarded, crumple the upper Kutlass and snatch up his Chest upon collecting the "N" from the Chest you just broke open. Use this second Chest to defeat the Kutlass on the left side of the hill and snag the Kannonball, which you must take to the Bonus Kannon beyond. To get back on track, throw the metal ball up onto the top of the hill and get on the Hook without losing sight of the black orb once it leaves the screen. To do this successfully, make sure the Kannonball is on the high left edge of the stepped hill before leaping to the Hook, and do not TOUCH THE GIANT, CREEPY, PURPLE TREE MONSTER THING AT ALL!!! Once on the other side of the hill, use caution when hauling the Kannonball to its destination, as you have to use the wind to help you vault over a pair of moving Yellow Zingers!

"G": After the first series of Normal Barrel Cannons, slide down the high hill and smoosh the final Kannon who is parked at its base. When the wind stops, execute a jumping Team Toss to land back on the summit. Once here, have Dixie jump and Helicopter Spin right until you see the Hero Coin. Slice through it with your ponytail and land on the small ledge below, where the "G" is waiting to your right. With a Spin Jump, snare the letter and soar to the other side of the chasm.

DK COIN: See "G".

RATTLY CRATE: Jump and Team Throw above and to the left of the start to find Rattly. Get him to the "No Rattly" Sign, and you will receive a 3-Up! WOW!

BONUS AREA 1: Just before the "No Rattly" Sign, use Rattly or a jumping Team Throw to land in this Bonus Barrel. TO COMPLETE: Go forward with the wind to the Kremkoin, but do not crash into any Flitters! You need only bounce from one of these bugs to reach the other side.

BONUS AREA 2: See "N". TO COMPLETE: With the moving Arrow Barrel Cannon, capture all of the Stars before you run out of time.

Parrot Chute Panic
Enemies: Zinger, Klampon, Spiny, Click-Clack

SHORTCUT!: Take the first Crate when the first Purple Squawks drops you and smash the right wall guarded by a Klampon. Once you collect the "Rare" logo made out of Bananas, you can find the letter "K" when you go through the doorway to the sneaky side passage on the other side.

"K": If you missed the Shortcut, you will have to avoid touching any Zingers when swooping in to get this dangerously-placed letter.

"O": To the right of the first two Spinys, this token will cost you your only chance to enter Bonus Area 1.

"N": you will find it immediately after exiting Bonus Area 2.

"G": Evade the nasty rotating Zinger whilst trying to bag the last letter.

DK COIN: With Dixie at the helm, jump from the start and Helicopter Spin to the left until you land in the Hero Coin's alcove.

SQUAWKS (GREEN): In the Bonus Areas.

SQUAWKS (PURPLE): There are nine of these avian assistants placed throughout the whole level, but Dixie can do better, thanks to her superior maneuverability.

BONUS AREA 1: After you enter a giant chamber with the third Purple Squawks, quickly flap to the left to the Bonus Area doorway before your birdie buddy releases you. it is easier to find this alcove with Dixie's trusty Helicopter Spin, on the other hand. You cannot get the letter "O" if you go into the Bonus chamber. TO COMPLETE: Using Green Squawks, fly up to the top of the passage to win your Kremkoin prize!

BONUS AREA 2: When the second Purple Squawks from the Continue Barrel (sixth parrot of nine total) sets you down, wipe out the Spiny immediately. As you head left, you will see two Zingers lurking at the base of the level's only honey patched wall. Without hitting either bee, use the honey patches to access the second Bonus Area. To land on the first patch, use a careful Cartwheel Jump or Helicopter Spin from higher ground (where you defeated the Spiny). TO COMPLETE: Do whatever it takes to destroy every Zinger in the chamber! GET 'EM!!!

Web Woods
Enemies: Neek, Kutlass, Kruncha, Zinger, Kaboom, Kaboing, Krook, Mini-Necky, Kannon

"K": Jump and toss your partner up to the upper passage when you start the level. Ignoring the Crate, use a Team Throw Attack on the Kruncha instead. Once the big bad baddie is beaten, snatch up the Crate and bash the upcoming Kutlass with it. Go get your letter.

"O": On the main midair route. Make a sure path for your eight feet or you will be sure to fall.

"N": you will see part of it when you land on the second Kannon's perch (be sure to defeat him first!). Spring to the lower platform and web whack the Mini-Necky quickly. When your avian enemy is downed, turn left, press Down on the Control Pad, and make a diagonally-launched web platform directly underneath the "N." Now, just leap to it very carefully.

"G": Given to you by Squitter at the end of the level.

DK COIN: A prize on the Exit Target. As the Banana appears, prepare to fire your Barrel Cannon with excellent timing! Misfire, and you will have to play the whole level over again for another chance.

SQUITTER BARREL: No problem finding this.

BONUS AREA 1: Cross the first pit of Mini-Neckys and wait for Kannon to shoot a slow-moving Kannonball. With assistance from platform webs, carefully turn left and backtrack to the mound and allow the Kannonball to crack open the Bonus Area doorway. Once the Kannonball falls off the screen, enter the Bonus Area. TO COMPLETE: Slowly move right and use connective platform webs to keep from spiking your shoe soles on the thorns below. Since the Zingers are in your way, knock them off the screen without falling off your platform webs. The Kremkoin is on the boardwalk on the right.

BONUS AREA 2: If you manage to escape the level's last swarm of Zingers (the only one with both Yellow and Red Zingers together), slowly land on and slide down the hill you come to and get into attack position, as there are two lofty pairs of Green Kaboings each lurking on two tall hills. Move slowly and dispose of these Kremlings from outside their attack range with pinpoint diagonal attack webs while the enemies are still off-screen (or, if you are not a sure shot, the instant you start to see their fingers). Upon taking care of the fourth and last Kaboing, hold down the Y Button to cease fire and still be able to run fast. Why? The Kannon ahead is your only ticket to entering the last Bonus Area, that's why, and you need to be able to outrun his projectiles! Wait for this final Kannon ahead to fire a Kannonball at you, then scurry underneath the first hill you see and hide there until the Kannonball passes over you. When it is safe, chase the projectile back to the left until it blows open the Bonus Area for you. TO COMPLETE: With Squitter's platform webs, bag every single Star, and victory is yours!

Kreepy Krow
Enemie: Kreepy Krow

Kreepy Krow (a.k.a. the ghost of Krow): Krow's back for revenge, backed up by an entire armada of Mini-Neckys to stomp on (even the ghostly bluish ones)! You must basically hit Krow with three Barrels, found by stomping the only non-ghostly Mini-Neckys in the Mini-Necky Air Force that comes at you. The Mini-Neckys attack faster with each hit, and more Mini-Neckys appear as well to make it harder to keep your Barrels. Try not to pick up the Barrels until the last of the Mini-Neckys are gone. In the first phase, there are four Mini-Neckys, including the solid one. Six Mini-Neckys total will threaten you in the second phase, and the last phase has EIGHT nasty Mini-Neckys to fend off! it is best to defeat them by trying to stay in place at the start of each phase and leaping straight up as each Mini-Necky prepares to dive (they're fast).

The first two hits are followed by scrambling up a series of Hooks and ropes and dodging giant eggs. Listen for their falling sound to get an advanced warning as to when and where the eggs will be launched from. In the first climbing section, climb to the left of the first Auto-Fire Barrel for a DK Barrel, but be sure to watch out for eggs when trying to get this! In the second shaft, jump over the horizontally-flying eggs and dodge the vertically-falling ones as you climb to the second Auto-Fire Barrel. Three total Barrels will destroy Krow forever!

K. Rool's Keep

The "final" world of the main game. This is Kaptain K. Rools castle. With iceberg areas and mine shaft areas to go along with the castle. In the SNES version, there is no boss to this world. In the GBA port, the Kongs have to fight Kerozene.

K. Rool's Keep: Levels
Arctic Abyss
Enemies: Kaboom, Puftup, Flotsam, Lockjaw, Shuri

"K": Along with the first DK Barrel, the "K" is guarded from below by a single Kaboom, so use caution in collecting this letter as you Cartwheel Jump or Helicopter Spin from the starting point to his position.

"O": Be sure to take out the two Orange Shuris first!

"N": Clear out the first three Pink Shuris past the Continue Barrel, position Enguarde slightly above the ground ahead, and execute a Super Dash. If your aim is true, you will collect the Hero Coin automatically, reach the letter "N", and knock out the Pink Shuri above it. Just watch out for a second Pink Shuri right beneath you when you hit the wall!

"G": When you are blocked by the stationary Puftup beyond an icy platform with a Banana Bunch on it, Super Dash right through him as well as any unlucky Shuris who get in your way. Dart back to the right as fast as you can to avoid any Shuris left over from your charge, and swim straight up as soon as you can. There's the letter! If you want to play it safe, get rid of the four Orange Shuris prior to searching for the "G."

DK COIN: See "N."

ENGUARDE BARREL: Blocks the way onwards.

BONUS AREA 1: Spear the first Lockjaw, then swim up and left as the water rises to a pair of Bananas at a left wall. With a Super Dash, you will crack open the Bonus Area entrance in this wall. TO COMPLETE: Nab 100 Stars before you reach the bottom of the chamber by using B or Y to dash back and forth and snatch up Stars. do not use the Super Dash here!

BONUS AREA 2: Get past the four Shuris shown in "G," and swim forward until the water recedes a little bit. With a Super Dash, surge forward until you see a Red Balloon. Stop your charge with Right on the Control Pad, get the 1-Up, then dive down and jab away the Puftup nearby. Park at the lower-left corner and center yourself for a final Super Dash to the right. This way, you can take Lockjaw by surprise and skewer him lickety-split as you charge forward. you will eventually go right through a fake wall and hit a hidden "No Enguarde" Sign. Beyond this is the plainly visible Bonus Area doorway. TO COMPLETE: Bash the Chest against every Zinger until you snag the Kremkoin.

Windy Well
Enemies: Click-Clack, Zinger, Kutlass, Kannon, Krook, Kruncha, Spiny, Klobber

WARNING: At certain points, the wind will float you upward, so use the Control Pad to steer Left and Right to move in either direction, Up to rise faster, and Down to slow down. When you enter a select area, you will fall back down to the floor and move like you normally do.

"K": In the first pitfall, directly above an Arrow Barrel. Use this to shoot back into the fray, but watch out for Click-Clack as you land on his catwalk!

"O": Hold Down while flying through this to avoid getting stung by the twin Zingers protecting it.

"N": If you lack a partner, jump up and use the wind to get this, but be careful evading the Zingers. If you have a partner, you can throw him/her straight up to it without getting caught in the gusts. Massively useful to know.

"G": On the Exit Target. Leap right from the Hook next to the "No Squawks" Sign to start floating. Float above the target and drop down at the right time to grab this letter. Glide above the prize itself to plunge downward, falling to the left to hit the target. If you are unsure where or when you will land, fall to the right, then Cartwheel Jump or Helicopter Spin back to the catwalk with the Hook and try again.

DK COIN: Once you get the "N" and sneak past the twin Krooks after it, jump right and hold Down as you swoop under three Zingers and bag the Hero Coin. If you soar through the catwalk without the Hero Coin, run left and leap off the edge and slowly glide left until you fall back down into position again. Now you can retry.

SQUAWKS: In Bonus Area 2.

BONUS AREA 1: Once past the first Krook, harness the wind to glide under the first Zinger you see afterwards and reach the catwalk where the Bonus Barrel is positioned. TO COMPLETE: Follow the Bananas to the Hook, then you need to squash every Flitter in sight. When finished, fall through another line of Bananas and onto the Kremkoin!

BONUS AREA 2: Right before the Exit Target, lure the Yellow Klobber away from the Bonus Barrel, stun him, and use him to destroy Kutlass. Now charge on into the Bonus Barrel! TO COMPLETE: Careful flying with Squawks is necessary for completion of this Bonus. When the Stars have been harvested, the Kremkoin will appear on the right boardwalk.

Castle Crush
Enemies: Neek, Spiny, Kutlass, Kruncha, Klampons, Krook, Zinger, Mini-Necky

WARNING: The floor rises in this stage, and will smoosh anyone, bad guy or good guy, caught between it and the ceiling! If a Zinger is hit by this floor from below, that'll be the last of him!

"K": Not long after you find the first Pink Kruncha, head as far right as you can, but watch out for double Spiny resistance as the floor climbs higher! If you are as far right as you can go, the elevating floor will not crush you while you are waiting to nab the "K" above you.

"O": Once shot out of the Auto-Fire Barrel, get rid of Spiny, run right, and drop back down, feeling along the left wall, and get your letter before the floor rises too high and covers it up.

"N": When you get Squawks, fly high and then right until you see a lower gap marked by a Banana Bunch. Scarf this up, dive down the left shaft below, and zoom right at the bottom to claim the Hero Coin. Now fly up and back on track again before the flattening floor can catch up. From where you got the Hero Coin, flap rapidly up the right-hand shaft to find the third KONG Letter.

"G": Tucked into an alcove after you locate the third and last DK Barrel, which you must use on the Pink Kruncha ahead. Can you get the letter without being crushed by him (not to mention the floor)?

DK COIN: See "N."

RAMBI BARREL: Smash the level's only Kutlass with the DK Barrel, then go left to find Rambi. You cannot get Bonus Area 1 without him.

SQUAWKS BARREL: Right after the first Zinger past the Star Barrel, jump through the left wall with a lone Banana in it. Squawks is to your left as you enter the secret passage. Without Squawks, it is impossible to open up the last Bonus Area doorway.

BONUS AREA 1: At the first Banana arrow formation, use a Super Charge to crack open the doorway leading to the Bonus Area before the floor takes you too far upward. TO COMPLETE: Take out all six Zingers without getting spiked to earn the Kremkoin at the top of the chamber.

BONUS AREA 2: Get the TNT Barrel from Squawks and blast open the left wall marked by an arrow of Bananas. TO COMPLETE: As the floor rises, scurry around to below the narrow shafts to avoid being flattened, and your Kremkoin will be at the summit. If you do not know where to go, follow the Bananas.

Clapper's Cavern
Enemies: Snapjaw, Spiny, Klampon, Kruncha, Neek, Click-Clack, Zinger, Flotsam, Shuri, Puftup, Flitter

"K": Get it after coming out of Bonus Area 1 (it is way safer). Press B, as the Bananas direct you, to Team Throw Jump up to a Hook. To the right, you will find the Hero Coin as well. If you go the normal route for the "K," you can be sure you will have to leap over a Zinger. If you go under the Zinger, just Team Throw Attack the first Blue Kruncha and Helicopter Spin back to the left. As soon as you grab the "K," head back to the right while still spinning to keep from being skewered.

"O": With a careful jump over the double Zingers, this shouldn't be too much trouble unless you are an amateur jumper.

"N": Jump over the Pink Kruncha and wait for him to go away before sliding under the Zinger ahead.

"G": When you see it just above the last vertical passage, employ a masterful Helicopter Spin to it and then back onto the main path. If Diddy tries to get this letter, he will most likely get eaten by Snapjaw, so avoid this letter unless you have Dixie with you.

DK COIN: See "K."

ENGUARDE CRATE: When the level is flooded and Snapjaw is scared away, swim right to find Enguarde on the normal path.

CLAPPER: Turns water to ice temporarily, protecting you from Snapjaw. When you are running on the ice and suddenly duck down, you can use your momentum to slide under pesky Zingers. Diddy excels at this, as his quick-to-start Cartwheel move gives him a lot of speed on the frozen waters. Dixie's Spin Attack is not effective from a speed standpoint, but her Helicopter Spin can more easily sail over obstacles than Diddy can. The rule of thumb is: use Diddy to glide under enemies, and use Dixie to glide over enemies. When you are on the ice itself, NEVER use Team Throw Attacks, as this makes it harder to make it to the other side before the ice turns back into water again.

BONUS AREA 1: At the start, Team Throw to a Hook high above you. Now jump to the right and whack away four Spinys and a Klampon before entering the doorway all the way on the right end of the passage. TO COMPLETE: Find the Kremkoin without sliding off the platforms, as this will waste time.

BONUS AREA 2: At the main upper passage above the triple Shuris, take Enguarde down the left path all the way to the only moving Puftup, who is guarding the ceiling with a single Banana on the right side and a Banana Coin on the left. Spear him to dispose of him, drift into his upper alcove, and Super Dash through the right wall. TO COMPLETE: Get Enguarde to the right end of the passage for a Kremkoin, but do so before the water level drops too far!

Chain Link Chamber
Enemies: Klinger, Zinger, Krook, Klobber, Kutlass, Mini-Necky, Kannon

"K": There are two methods for retrieving this letter, depending on which Kong you've selected. Diddy Method: climb left past the Klingers and dart down the first long chain until you see the "K" on your left. Dixie Method: use a well-timed Helicopter Spin to sneak underneath the Klingers and grab the long chain at the bottom. Go get the "K" and carefully get back on the chain.

"O": At the top of either the left shaft of Hooks or the right shaft with a Rotatable Barrel sequence. Both of these shafts come right after the second DK Barrel (you also get dumped here upon leaving Bonus Area 1). Just do not get stung by Zinger when grabbing the "O!"

"N": When you pass the second Zinger swarm (the first past the Continue Barrel and the first flock of Mini-Neckys), climb the twin chains as you dodge the falling Kannonballs and leap through the wall to the right of the lone Banana between the chains to find not only the "N," but also the Hero Coin farther to the right in another secret nook.

"G": In a crevice up and to the right of the Exit Target. Be sure to evade the final Black Klobber on your way up to the Exit Target!

DK COIN: See "N."

BONUS AREA 1: Stomp the second and third Krooks after passing them up, then climb back up to where the top Krook was. Run left, trick the Yellow Klobber into charging into oblivion, and take his Kannonball all the way to the right, where the middle Krook parked himself. The Bonus Kannon is all the way to the right in a secret passage. TO COMPLETE: Without Dixie's famed Helicopter Spin, you are in a lot of trouble in this Bonus Area, as you must vault over every Zinger to reach the Kremkoin prize. Can Diddy get this Kremkoin? Yes, if he is very, very, VERY careful.

BONUS AREA 2: After reaching the top of the twin chains I showed in "N", zoom to the right, then up another vertical chain. Go through the left wall, where the pair of Kannons are firing downward, standing next to the Bonus Area doorway to their left. With a careful Cartwheel or Spin Attack, take out the dreaded duo and charge through the doorway. TO COMPLETE: Let the Bananas guide you through the Rotatable Barrel chain until you land in the final Rotatable Barrel. Once inside, fire up and over to the Kremkoin just before the Barrel Cannon slides too far to the right.

Toxic Tower
Enemies: Klampon, Kaboing, Zinger, Kannon

WARNING!!!: do not touch the green sea flooding the level or you will be in big trouble. It is possible to get out of the ooze at some spots, in case you do fall into it. At the start of the level, leap up to the level's first step to cause the dangerous liquid to start creeping upward. If you come out of the Continue Barrel, fly to the right to start the fiendish flood again. When you pass the "No Squitter" Sign and see the oozy nastiness surge upward, do not worry — the liquid will stop flowing just below the "No Squitter" Sign, and can be drained away a little by heading to the right of the Exit Target.

"K": Squash the third Yellow Zinger to land on the first platform with a lonely little Banana. From here, jump up and right until you snatch up the "K". Once you get the letter, do not get distracted and just keep springing upward through the level.

"O": At the two-way Zinger staircase, have Rattly jump on the third Zinger of the right path.

"N": When you see four rotating Zingers (two Yellow, two Red), bean the two Yellow Zingers with eggs to make it easier to nab the "N" on the right side of the chamber.

"G": From the level's final Red Zinger (who has a vertical two-Banana line above him), eliminate six stationary Zingers in a row, then flap up and to the left to face the last four moving Yellow Zingers in the level. Destroy them to safely get your letter.

DK COIN: When you see a single Zinger blocking one of the narrow shafts, crush him and fall against the right wall to your Coin, using the Arrow Barrel to shoot back up ahead of the hazardous liquid.

RATTLY BARREL: cannot miss it.

SQUAWKS BARREL: you will know when you see it.

SQUITTER BARREL: cannot go around it.

BONUS AREA: Take your web-slinging spider and climb up the giant chamber with one last Yellow Zinger guarding the Bonus Barrel, which is behind the right wall. Blow away the Zinger, run through the wall, and enter the Bonus Barrel before the ooze gets to you first. TO COMPLETE: With angled platform webs, lead Squitter to the top for a Kremkoin!

Stronghold Showdown

All you do here is get a Kremkoin at Donkey Kong, and then, Donkey is taken away.

The Flying Krock

The "final" world of the main game. This is Kaptain K. Rools castle. With iceberg areas and mine shaft areas to go along with the castle. In the SNES version, there is no boss to this world. In the GBA port, the Kongs have to fight Kerozene.

The Flying Krock: Levels
Screech's Sprint

WARNING: If you do not beat Screech the evil parrot to the Banana-indicated finish line, it is one less life for you. Remember that although Screech may seem slow and easy to get ahead of on the straightaways, he never makes any mistakes in his flight plan, and thus does way better in narrow vertical passages. do not get cocky or touch thorns below you, or he will win for sure! If Screech is right behind you on the last straightaway after the giant stationary Red Zinger swarm and you have both monkeys, you can crash into one of the last two Zingers and charge through the finish line before Screech can sneak a victory right out from under you. Be wary: when you seek to collect every "KONG" Letter in this stage, it is VERY hard to win the race with both Diddy and Dixie lasting until the end.

"K": Placed between the first two Red Zingers (ain't Screech such a cheater with those bugs?).

"O": Upon obtaining the "K," flap left and downwards, into the narrow passage, to be propelled by two invisible Auto-Fire Barrels straight up. Once you are past the upcoming vertical shaft of Zingers (Yellow and Red), fly up and left for another hidden Auto-Fire Barrel which will launch you through the "O" and to yet another cloaked Auto-Fire Barrel which blasts you back into the race again. Never try to get the "O" without these Barrel Cannons, or you are likely to get spiked on the thorns.

"N": After the diagonal zig-zagging passage, flap up and right for the "N," then immediately dive down and left to get back on the raceway.

"G": Instead of following the last arrow of Bananas, fly left, under the narrow passage, and take the upper passage out upon collecting the letter.

DK COIN: Instead of going down through the first downward-pointing arrow of Bananas, sneak up and right into a secret passageway! After passing through the DK Barrel, head up and left to the Hero Coin, but watch out for thorns everywhere as you leave the alcove and fly down to a visible pair of Auto-Fire Barrels which send you hurtling back onto the main track.

SQUAWKS BARREL: do not worry, you cannot overlook it.

BONUS AREA: Yikes, this is perhaps one of the hardest Bonus Areas in the game to get, as you need both monkeys to reach its Bonus Kannon without landing on any thorns after a Team Toss. Once you are past the Mini-Necky vine assault, Cartwheel Jump or Helicopter Spin to the next platform ahead. Using a very careful jumping Team Throw from here, chuck your partner up and over to the Kannonball. Kannonball in hand, hop up to the higher board platform and hurl the Kannonball into the Bonus Kannon. Jump to the right directly into the Bonus Kannon (a Helicopter Spin works wonders here, if you are nervous). TO COMPLETE: It takes teamwork to find this Kremkoin. If you lost your partner trying to get in here, break the DK Barrel to get that monkey back. Start with a skilled Helicopter Spin descent to the lower board platform, then Cartwheel Jump to the next one. Repeat this pattern once more to win the Bonus Area. As you glide down the first and third straight (not diagonal) vertical shafts while Helicoptering (both are at the end of each Dixie route), drop straight down the vertical Banana lines just as you enter the passages to save time.

K. Rool Duel

Kaptain K. Rool: Once you are on board “The Flying Krock” airship itself, prepare to fight this game's big bad guy — Kaptain K. Rool, who's really King K. Rool dressed in a pirate outfit and wielding his most dangerous weapon of all — a colossal hand cannon that can fire various projectiles, blast him around the room like a rocket, or even suck you up and throw you! You must damage him by throwing Kannonballs into this giant gun when his vacuum mode is briefly engaged. But be warned: after the confused K. Rool swings his head away from the Kongs and toward you yourself, the Kannonball will be shot back at you afterwards, hurting you with a single touch, and being launched faster with each blow dealt to K. Rool. Also, his suction power increases with each consecutive hit, so watch out later on. Take too long to hit him, and he will repeat his current salvo, sometimes accompanied by a blitzing rocket burst to the other side of the room. When his suction time is about to run out, any Kannonballs on-screen will start to flicker on and off, then break apart soon afterwards. The general rule of thumb is: as K. Rool is about to fire his first shot of every single one of his many salvoes, get as far away from him as possible so you can anticipate the sound and sight of each shot as it flies toward you. This approach works for every one of his shooting attacks, and gives you enough time and room to react and dodge every shot he fires at you. At Phase One, you must avoid K. Rool as he charges across the floor. Watch out for any spiked Kannonballs the Kaptain places on the floor to make dodging him much harder. To escape them, jump over the Kaptain when he is in the middle of the spiked Kannonball you want to jump over (Dixie is best for this, obviously). One of the spiked metal balls will retract its outer defenses, letting you throw it at K. Rool when he tries to suck you into his gun (done with the only Kannonball with which to score Hit 2 and one of the ones used to score Hit 3). Clogging K.Rool's gun with three Kannonballs in succession gives you a DK Barrel to reclaim any lost partner as your old nemesis finally falls in defea…

HUH? He gets back up again? Any hope of an easy victory over him just jumped out the window in Phase Two, as he totally changes tactics. No longer does he leave spiked Kannonballs on the floor — he SHOOTS them at you! The first salvo of spiked Kannonballs is fired at three different heights (low, medium, and high, respectively), so, as Diddy, jump over the low and medium ones and duck (or jump over if you are good enough) the high ones to survive the first Kannonball assault. (Dixie can Helicopter Spin over shots of any of the three heights if she is careful.) When the Kaptain fires a Barrel, jump on it to break it and reveal a Kannonball to lob into his weapon's suction barrel. When you do this, and you have ignored the DK Barrel, the neglected Barrel will shatter into splinters, with or without your partner inside (if you do not touch the DK Barrel, it is impossible to retrieve your buddy when it breaks by itself). Now jump over him as he blasts to the other side, and duck and jump over the second salvo, which consists of spiked Kannonballs bouncing at three different heights — low, medium, and high. To evade the Kannonballs successfully, vault over the low ones, run under the high ones, and jump over the medium ones after they reach the highest point of their bounces. Diddy's superior agility is phenomenal at dodging the bouncing balls of iron. Withstand this arsenal until you see a bouncing Barrel. Break it, take the Kannonball, and give the Kaptain a taste of his own medicine. Leap over the blitzing Kaptain, then evade the entire arsenal of swirling spiked Kannonballs in the third attack. Do this by carefully jumping over each shot as it comes toward you. Like the salvoes that came before, three different patterns can be found for every shot, this time in different circumferences. The pattern of orbit size is short, medium, then long. When the swirling, spiked Kannonballs propel toward you in pairs, be sure to give them room to breathe so you can successfully leap over the higher Kannonball as it passes the height of its orbit. With every jump, you must allow for room between the Kannonball and K. Rool (or between Kannonballs) so you can land safely. All three pairs of double projectiles follow the same circumference pattern exactly, with the addition of an extra orbiting Kannonball to make it more difficult to hurtle over without getting spiked. The third and final pair is the hardest to avoid, so give its two Kannonballs plenty of space and prepare to spring over them. After the Kannonball above its twin at this time starts leaving the apex of its swirling trajectory, allow yourself plenty of room to land on the other side of the prickly orbs without crashing into K. Rool by mistake. Dixie's famous Helicopter Spin works wonders in this part of the battle, as this tricky jump requires precise timing. With a jump attack, carefully shatter the swirling Barrel after this last spiky pair, grab your metal projectile, and throw it into K. Rool's ape-slurping firearm, letting you release your lost partner. (YOU MUST GET YOUR PARTNER, do not GIVE IN TO PRIDE AND DO IT ALL ALONE!) Congrats! It looks like you just beat K. Rool once and for…

OH COME ON! he is UP AGAIN! REPEAT: he is UP AGAIN! Now we come to Phase Three, the hardest phase yet! Jump over the cunning croc as he surfs to the other side of the chamber without much warning, then vault over the Kaptain's triple Blue Cloud shots, which will each freeze you instantly for a few seconds on contact. With Dixie, you MUST employ her Helicopter Spin to bypass the Blue Clouds or you are dead in the water as Diddy. After the Clouds, evade K. Rool as he slowly turns invisible whilst trying to mow you down with his rocket gun mode. If you hit a Blue Cloud, mash B repeatedly to eventually unfreeze before a slow-moving K. Rool bowls you over like a bulldozer. Depending on how far away from the Kaptain you were when you were frozen, escape from Smashville is most likely when you are as far away from the enemy as possible when smacked by the Blue Clouds. (You can even escape when all three Blue Clouds touch you in succession, if you are both fast enough and far enough away). When K. Rool's cloaked, listen for his rocket sound, watch the dust clouds he leaves behind as he charges, then jump over them. he will then decloak and try to vacuum you up. Counter him immediately with the Kannonball that appears, but you will lose the DK Barrel if you didn't hit it already. Next, he will rocket to the other end of the room and fire three bouncing Red Clouds, then three spiked Kannonballs. The Red Clouds will exaggerate your movements for a time, making matters worse as you leap over the triple Kannonball shower and attempt to assault the Kaptain. If hit by Red Clouds, immediately run to the other side of the room as far as possible, double back, start running, and prepare to jump over the Kannonballs one by one while standing still (Dixie's Helicopter Spin is way more effective). Quickly snatch your Kannonball and clog Kaptain K. Rool's gun. Ready for the hardest part yet? After charging to the other side, he fires three swirling Purple Clouds to start with (they reverse the Left and Right buttons on the Control Pad for an extended period and throw you off). Wait for considerable landing space between the third cloud and K.Rool first, then hurtle the poisonous purple clumps with a Helicopter Spin or full Diddy jump after the clouds themselves pass their highest point of orbit. When the clouds are gone, he will teleport five times in a row, each to where you were last standing at the time and try to suck you up at full power. Lure him to the center of the room by stopping at this destination and waiting for K. Rool to reappear, most likely from behind you. As he is about to start vacuuming, run away from him as fast as possible until he vanishes, then go back to the center and get him to appear there again. If you do this long enough, a Kannonball will appear as K. Rool teleports for the fifth and final time. Quickly throw this into his gun, being sure to listen for the drastically different sound of this last Kannonball being shot back out at you at rapid speed. Unlike all the other times he got fried from the previous eight hits, the Kaptain will turn his face to stare directly at the monkey(s) you are controlling (not you the player) and freeze for a second prior to being backfired by his own weapon for the ninth and last time. On to the Lost World.

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.

Lost World: Levels
Jungle Jinx
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.

Black Ice Battle
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.

Klobber Karnage
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!

Fiery Furnace
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.

Animal Antics
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.

Krocodile Kore

Krocodile KoreKrocodile 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.

Enemies

Cat-O-9-Tails

Cat-O-9-Tails is an EnemieCat-O-9-Tails is a rather demented looking cat enemy with 9 tails found in Donkey Kong Country 2. He is a purple color and has a large head with a scrawny body. He is fairly small in the game about the size of the Kongs.

His only appearance is in this game, were he is quite rare, only appearing in a few levels. From the Donkey Kong Country 2 instruction book they call him a whirling dervish because he starts spinning his tails madly when the Kongs get close. He can be avoided by jumping over him as he tries to chase you, or by just leaving his area. If the Kongs try to jump on him while he is spinning they will get sucked into it, and flung upward, this does not take health but can result in being thrown into other enemies or off cliffs which results in lost lives. If you try to roll over him the Kongs will take a hit because of the spinning. The best ways to defeat him consist of throwing a Barrel or Crate at him, or by waiting out the spinning by jumping over him a few times as he tries to get you, after a little while he will become dizzy allowing the Kongs to jump on his head or roll him over. He can move pretty fast while spinning, and can not be attacked unless by throwing an object at him.

Click Clack

Click Clack is an EnemieThe Click Clack is an enemy found in Donkey Kong Country 2: Diddy's Kong Quest, he is rather common and fairly simple to defeat. He is a little smaller than Diddy and Dixie and is a metallic navy colored beetle. He has rather large nasty looking pincers on a tough body. He walks along at a fair speed but not very fast, and he does not jump or fly. Pretty much he just tries to walk into the Kongs creating lost lives if successful.

Click Clack is quite commonly encountered in Donkey Kong Country 2: Diddy's Kong Quest where he walks along back and forth changing decoration when he hits walls and objects. He can easily be defeated by rolling over him because his underbelly is softer than the hard wing covers on his back. The Kongs can disable him by jumping on him for a short time, while disabled he will be turned on his back. This than allows the Kongs to jump on his underside and defeat him, or he can be picked up and used as a weapon similar to a Barrel or Crate. They must be careful not to hold him for to long however, because he will recover while being held and give damage. He also will recover after a short time if he is left on his back. His ways to defeat the Kongs include walking into them, or distorting their jumping when they bounce off his back. When you jump on his back the Kongs will fly backward a little possibly off cliffs or into other enemies.

Kannon

Kannon is an EnemieKannon would replace Klumps in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. They are a kremling enemy that shoots cannons at Diddy Kong and Dixie Kong when they get close to them. They would have earrings, a tough chest, an eyepatch, a pirate hat and a kannon to shoot Kannonballs and barrels at the Kongs. They could be found in several levels throughout the game, mainly in the underground levels.

Klampon

Klampon is an EnemieKlampons are enemies that were first seen in Donkey Kong Country 2: Diddy's Kong Quest. They are a larger version of a Klaptrap. They attack similar to the Klaptraps and are invulnerable to a front attack as well as from behind. They can be defeated by a jump or cartwheel from above.

Klobber

Klobber first appears in Donkey Kong Country 2: Diddy's Kong Quest. They are barrel wearing enemies that are from the Kremling Krew. They will hide in their barrel and wait for the Kongs to get close before charging at the Kongs in an attempt to hit them into other enemies or off the edge. All the Kongs need to do in order to defeat a Klobber, is to jump on their head and then pick the barrel up and use it as a weapon.

The Knocka enemy is similar to the Klobber, which would appear in Donkey Kong Country 3: Dixie Kong's Double Trouble! and Donkey Kong Land III.

There are several variations of the Klobber in Donkey Kong Country 2: Diddy Kong's Quest. Each color does something different when they hit Diddy Kong or Dixie Kong. Green is the most common Klobber and the lease harmful.

The Yellow Klobber will use the same method as the green Klobber. If they hit a Kong, they make the Kongs drop some of their Banana Bunches. They can be recollected but in a very shot time span. Gray Klobbers have red eyes and are considered to be the most dangerous. They will cause a Kong to drop their balloon. Most of the Gray Kloobers are found in the Lost World. A Red Klobber also appears but they are known as Kabooms.

Klomp

Klomp is an EnemieA Klomp is a green pirate Kremling found in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. He is one of the most commonly encountered enemy in both games, and the most commonly encountered Kremling. He is thought to be a variation of Kritter who is the most common Kremling in Donkey Kong Country. Just this time he is dressed as a pirate with a peg leg, and striped shorts with jagged edges. He is also the same size as Kritter and looks the same, so it is almost certain he is Kritter, but just under the name of Klomp this time around. He is fairly easy to avoid and defeat.

In Donkey Kong Country 2: Diddy's Kong Quest, the Klomp enemy appears in many levels including the very first level of the game. It is assumed he is Kritter now dressed as a pirate because of his role in the Kremling Krew, led by Kaptain K. Rool. He is very easy to defeat in this game by simply jumping on his head or rolling into him, using a Barrel or Crate also makes quick work of him. He only comes in the one color green, unlike his appearance in Donkey Kong Country as Kritter where he came in a few different colors. He can cause damage to the Kongs and lost lives by walking into them. He does not jump in this game to attack the Kongs, instead their is yet another Kritter variation called Kaboing who looks pretty much like Klomp but jumps instead of walks.

Krochead

The Krochead is an enemy which first appeared in Donkey Kong Country 2: Diddy's Kong Quest as well as Donkey Kong Land 2 for the Nintendo Gameboy. Only the top halve of this enemy's head is ever seen and it is not able to harm the Kongs. Instead, the Krocheads help out the Kongs, as the green Krocheads act as platforms and the red act as springboards. They are found in either water or lava levels and sometimes they are bobbing up and down in levels. Sometimes a Krochead Barrel is needed to be hit, for the Krocheads to surface for a short time.

Kutlass

Kutlass is an EnemieKutlasses are small enemies that can be found in Donkey Kong Country 2: Diddy's Kong Quest. They are members of the dastardly Kremling Krew and apparently also part of Kaptain K. Rool's crew, also known as the Kremling Kutthroats.

In this installment, Kutlasses resemble the average stereotypical pirate in the form of a miniature crocodile sporting a weapon set that appears far too much for it is overall bodily frame. Game-wise, this pair of twin swords turn out to be this enemy's ultimate weakness. It is like this because after every swing, the force is so heavy that the Kutlass always ends up getting their weapon stuck in the ground, allowing the perfect opportunity to be taken down. The explanation for this enemy's comical weapon is explained in the game's manual detailing that the Kutlass ordered the swords off of a TV shopping channel and had no idea they would turn out to be so large. The slower, tamer version of the Kutlass is later replaced as further levels are proceeded through with a much quicker version who does not hesitate as much as the original Kutlasses do when successfully pulling their stuck swords out of the ground.

Mini-Necky

Mini-Necky is an EnemieMini-Neckys are sub-species of the Necky enemy, who appear throughout the Donkey Kong series. They make their first appearance in Donkey Kong Country and return in Donkey Kong Country 2: Diddy's Kong Quest. The most notable Mini-Necky is Krow.

Donkey Kong Country / Donkey Kong Land

Mini-Neckys would first appear in Donkey Kong Country. They are considered to be more of a threat than a regular Necky due to their ability to fire small coconuts at a moderately fast rate. They do not show up often in the game.

In Donkey Kong Land, they keep all of their traits from Donkey Kong Country.

Donkey Kong Country 2 / Donkey Kong Land 2

In Donkey Kong Country 2: Diddy's Kong Quest, they can be found in only some of the levels. They will dive forward in the direction of the Kongs and try to hit them when they get close. They also wear bandannas and have a deeper voice.

Krow would make his debut appearance in DKC2 as the boss of Gangplank Galleon. There would be ghost-like Mini-Neckys called Kreepy Mini Neckys.

In Donkey Kong Land 2, they keep all of their traits from Donkey Kong Country 2.

Neek

Neeks are common, mouse-like enemies in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. They are replaced by Gnawtys from Donkey Kong Country and Donkey Kong Land. They have a very basic moveset, are easily defeated, and can be found just about anywhere. They follow the whole "pirate" theme, resembling a rat that Diddy and Dixie most commonly find inhabiting one of their ships. They can easily be overcome either by a simple jump on top of it or a side attack.

These enemies were later replaced by Sneeks in Donkey Kong Country 3: Dixie Kong's Double Trouble! and Donkey Kong Land III.

Puftup

Puftup is an EnemiePuftups were blowfish enemies that can be found in the waters of Crocodile Isle and Donkey Kong Island. they have made their first appearance in Donkey Kong Country 2: Diddy's Kong Quest and their last appearance for the series in DK Jungle Climber.

Donkey Kong Country

The puftups were meant to appear on one of the stages in Donkey Kong Country, but the sprites to this enemy haven't been finished. The enemy has blue fins and an idle only animation. These enemies can be seen if the ROM has been hacked

Donkey Kong Country 2: Diddy's Kong Quest

They would be semi-common enemies in Donkey Kong Country 2: Diddy's Kong Quest. They would have two attack patterns. The first would be they inflate, and make it harder for the Kongs to avoid them. They will sometimes inflate to the point that they will explode and throw spikes through the water. They can only be defeated by Enguarde.

Donkey Kong Land 2

They would make their next appearance in the pseudo-sequel, Donkey Kong Land 2. Keeping their appearance from the previous game, they lose their ability to explode.

Donkey Kong 64

Puftups would appear next in Donkey Kong 64. If they are approached by a Kong, they will explode. The boss of Gloomy Galleon would also be a giant Puftup called Puftoss.

Banjo-Tooie

Puftups makes a first appearance outside the Donkey Kong Universe.

The Puftups were recycled as Swellbellies for the game "Banjo-Tooie" that's entirely outside of the Donkey Kong universe. Despite the red coloring, the puftups were refurbished from the previous game "Donkey Kong 64", but with a bit of red coloring on the spots of it is body. They appear in the depths of Jolly Roger's Lagoon like Atlantis, Smuggler's Cavern, and Seabottom. They are aptly to explode if a Talon Torpedo is used or shooting Grenade Eggs at them.

Screech

Screech is a brown and red Parrot that is a member of the Kremling Krew. He first appears in Donkey Kong Country 2: Diddy's Kong Quest. He is considered a mini-boss and can be found in The Flying Krock word. Instead of battling Screech directly, Diddy and Dixie Kong will have to race him using Squawks after transforming into him with the Animal Barrel. The race would take place in Screech's Sprint, a bramble and Zinger-infested level. It would end with either Squawks or Screech crossing the finish line made of bananas. If Squawks loses, then he will lose a life and have to race again. Once Screech has been defeated, the Kongs can gain access to Kaptain K. Rool's airship, the Flying Krock.

Screech would return in Donkey Kong Land 2 as the mini-boss before the Flying Krock again. Squawks would have to race him once more.

Shuri

Shuri is an EnemieShuri is a rather tough starfish enemy found in the under water levels of Donkey Kong Country 2, Donkey Kong Land 2, and Donkey Kong 64. He also made other appearances in DK Jungle Climber and DK King Of Swing. His physical appearance consists of being a red pinkish color or an orange color, he is mainly medium sized but this varies. The orange Shuri`s just spin up and down through the water, while the red pinkish colored ones lie in wait and charge anyone who comes near.

Shuri`s appearances in Donkey Kong Country 2 are rather common, with him appearing in most or all under water levels. In this game the orange colored Shuri or the lighter one just spins around under water for the Kong`s to avoid, swimming into him may result in loss of a life. This Shuri is fairly easy to avoid and can be defeated using Enguarde who is a swordfish Animal Buddie. The red or darker colored Shuri`s tactic in this game is to hid in wait and than charge the Kongs. If the Kongs are not swimming fast enough it`s easy to take a hit and lose a Buddie or lives. Enguarde can be an aid for the Kongs during levels when this Shuri is around because of his faster swimming. Enguarde can also defeat this Shuri by charging head first into him.

Zinger

Zinger is an EnemieThe Zinger is a common breed of enemy featured in the original Donkey Kong Country trilogy, making its first appearance in Donkey Kong Country. They often fly around a set area with varying speeds. They are often found in different colors, with yellow being the most common. They are lead by the King Zing and Queen B.. This enemy can only be defeated with a Barrel or other object, and can not be defeated by the Kongs in any other way.

Bosses

Krow
Kleever
Kudgel

Kudgel is an EnemieKudgel is a muscular, oversized Kremling found at the end of Krem Quay in Donkey Kong Country 2: Diddy's Kong Quest as the boss of the world. He resembles a Klubba and wields a large club.

Kudgel can be found at the end of Krem Quay, in the level Kudgel's Contest. He can only be defeated by the use of the TNT Barrels. His main attack pattern is to jump, land(causing an earthquake to temporarily stun the Kongs if they're on the ground), and after a couple of jumps, swing his club. This club will give him great range and hurt a Kong if they are stun. His jump pattern will get shorter by the more hits he takes. As well his earthquakes will stay longer.

It is presumed that he perished after Donkey Kong Country 2: Diddy's Kong Quest, as he would not reappear in the game's semi-sequel Donkey Kong Land 2.

King Zing

King Zing is an EnemieKing Zing was first introduced in Donkey Kong Country 2: Diddy's Kong Quest as the fourth featured boss that Diddy Kong and Dixie Kong encountered during their adventure. He resides at the very end of the Krazy Kremland level and is the apparent husband of Queen B.

Upon entering the boss area, the Kongs must transform themselves into Squawks in order to make King Zing appear and start the battle. Since you can only defeat this boss while controlling Squawks, this Animal Buddy's hard-to-handle controls can easily make this boss that much more difficult to defeat, so patience is recommended. Coconuts must be shot at King Zing's stinger in order to inflict damage. Like Queen B., after a certain amount of damage, King Zing will enter a temporary rage/invincibility mode as indicated by his entire body turning red, and shoot multiple spikes from his spine at you. A Krem Coin is rewarded once you manage to defeat him.

Kreepy Krow
Kaptain K. Rool

Kaptain K. Rool is an EnemieKaptain K. Rool is actually King K. Rool in a pirate disguise, who remained leader of the Kremlings and captured Donkey Kong as part of his very first appearance in Donkey Kong Country 2. He has also appeared as a prominent boss in Donkey Kong Land 2.

In his very first appearance, Kaptain K. Rool successfully ape-naps Donkey Kong and then proceeds to unleash his minions throughout the lands of this installment in order to deter any possible pursuers. Diddy Kong and Dixie Kong eventually step up to defeat this deviously merciless crocodile two separate times, each to their success, in K. Rool's Keep and finally atop The Flying Krock. He receives a nice, painful punch from Donkey Kong after he is rescued, sending him skyward and straight into the unforgiving waters of the Lost World. Unfortunately enough, Kaptain K. Rool manages to return and become promptly defeated by the Kongs once more. As the island sank, Kaptain K. Rool managed to board his ship and sail away.

Crocodile Isle

Crocodile Isle is an areaCrocodile Isle is the area that Diddy Kong and Dixie Kong explore in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. It is considered to be the place of origin of the Kremlings.

History

Crocodile Isle is a gloomy, dark and forbidding island. it is located close to Donkey Kong Island, and can be seen from the remains of Gangplank Galleon and K. Rool's Keep. It is normally shrouded in fog and there is swamplands found throughout most of the island. On the south coast of the Isle, it is battered with rough currents with several ships on the islands rocky coast or in the island's bogs. Crocodile has several places that are volcanic and the top of the island is hit by freezing winds.

The Kremling Lost World is considered to be the birth place of the Kremling species. It also home to a volcano called Krocodile Kore, which powers the island. If Diddy and Dixie acquire the "best" ending in DKC2, Kaptain K. Rool will clog up the volcano in Krocodile Kore and cause it to explode and result in the whole island sinking into the sea.

In Donkey Kong Land 2, it is brought back to the surface by King K. Rool. It is somewhat ravaged after being at the bottom of the sea. Crocodile Cauldron and Krem Quay have merged together to form Krem Cauldron and the volcano in Krocodile Kore, no longer provides energy.