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Donkey Kong Country 2: Diddy Kongs Quest #26 - Krazy Kremland
Krazy Kremland - Walkthrough
Donkey Kong Country 2: Diddy Kongs Quest #26
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Krazy Kremland
Krazy Kremland, rarely named Kremland Amusement Park, is the fourth world of Donkey Kong Country 2: Diddy's Kong Quest and the third world of Donkey Kong Land 2. It is a run-down amusement park built upon a swamp, appearing in the middle section of Crocodile Isle, and belonging to the Kremlings. The amusement park is large and poorly maintained, consisting mainly of unsafe roller coaster rides, as several of the track segments are missing, but there is also a bramble infestation and a couple of large Zinger hives at the entrance and exit to the amusement park itself.
In Donkey Kong Country 2: Diddy's Kong Quest, Krazy Kremland has some additional details, including a large statue of a Kannon and Kruncha, a high striker, an arcade area, which has a sign advertising "KI HERE," appearing to have a few Killer Instinct arcade cabinets within the tent, as well as two outside of it. In Donkey Kong Land 2, Krazy Kremland has a simpler design no longer consisting of an interior and exterior, although brambles are shown more prominently. In the Game Boy Advance version, Krazy Kremland's map was redesigned, now having fewer amusement features, although there are still a few tents and a rollercoaster built upon thin logs in its upper region; additionally, the "Kremland" sign is hanging from a large, gray mountain.
Krazy Kremland has promotional artwork of a Klomp riding a Roller Coaster, although Klanks are the only enemies to actually ride them.
- 1. Hornet Hole
- 2. Target Terror
- 3. Bramble Scramble
- 4. Rickety Race
- 5. Mudhole Marsh
- 6. Rambi Rumble
- 7. King Zing Sting
1. Hornet Hole, Krazy Kremland
Hornet Hole is the seventeenth level of Donkey Kong Country 2: Diddy's Kong Quest and the first level of Krazy Kremland. It takes place in a wasp hive filled with Zingers, and there is sticky honey coating one some of the walls and on parts of the ground. The Kongs can neither walk nor attack while they are stuck to the honey, and jumping is the only way they can free themselves from it. Diddy and Dixie cling to the honey on the wall and jump up until they get to the top. Alternatively, if there is another wall of honey adjacent to the wall that the Kongs are on, they can wall jump from both walls, similarly to a Wall Jump. Aside from Zingers, there are Spinies, a few Click-Clacks near the starting area, and a few Krooks later on into the level. A Squitter Crate is on a floating platform just before the Star Barrel, and to reach it, the Kongs must use a team up throw to reach a hook and then jump their way up the honey-covered wall. Squitter cannot be slowed down by the honey on the ground, and his web platforms for access into some of the hidden areas.
Enemies
Click-Clack (3), Krook (3), Spiny (17), Zinger (yellow) (35)
Layout
At the start of the level, the heroes need to travel east down several high ledges. However, they can also grab onto a nearby hook at the hive's entrance to be able to climb to a hidden area that contains some honey-covered walls to climb with. At the top of this hidden area, they can find a trio of hooks that are positioned above two Banana Bunches and a Banana Coin. A few entryways leading into Bonus Levels are also here. Once the primates begin to head to the east from the entrance of the hive, they come up to a DK Barrel and a few spots on the ground which are splattered with honey. It is too sticky to walk across, so they must jump through it. There are also Click-Clacks and a Zinger on the way over. Soon, they approach a wall of honey that they must hop on. It is sticky enough for the Kongs to hang on and climb to the next ledge. Another wall of honey is near this ledge that leads to the top of a structure with a Banana Coin on it.
Continuing east from here leads the heroes to a few Zingers hovering over some honey. A barrel rests near here, and it is followed by a Spiny and another Zinger above some honey. The group must then climb another wall of honey nearby, passing a lone Zinger on the way up. The letter K is also on the way up. At the top of the honey wall, they must begin to travel west to discover more honey with Zingers and Spinies above and around it. At the end of the path, the heroes have to jump across a small abyss to land onto a third wall of honey. A Zinger waits at the bottom of the honey. When the primates get to the top of this wall, they must continue to travel through the gooey honey all over the ground. They can find a DK Barrel on the way across this area. There are also some Spinies marching in a line on the way to dodge, and one of these Spinies is in possession of a photograph, found exclusively in the Game Boy Advance version of the game. After they are passed, the Kongs reach the nearby Star Barrel. An animal crate containing Squitter is located on a structure above this barrel.
At this point, the Kongs must continue forward and climb up yet another honey-splattered wall. At the bottom of this wall, there is a Zinger who guards a Blast Barrel. If the heroes have Squitter, they can defeat this Zinger to access the barrel and shoot to the top of the honey wall. As they travel to the top of this wall, they come up to a Zinger that surrounds a Banana Coin. Additionally, if they continue up the right side of the wall, they can reach a DK Barrel and the letter O. When they get to the top of the wall, they discover a few more Zingers hovering above the sticky honey. After they climb a few ledges, they reach a hook with a lone Zinger circling it. The hook can help them reach a ledge placed nearby, where there is a path leading to the east with a Spiny on it. Some sections of this path are covered in honey, and a Krook waits at the end of one of the honey piles. The honey pile following this is located under a Zinger that flies between a DK Barrel and a Banana Bunch. After passing a few Spinies ahead of here, the Kongs reach a small pit with a hook above it. As before, a Zinger surrounds it, so they must watch for the foe.
Several ledges coated with honey are on the other side of the pit, and Spinies walk along them. At the bottom of the ledges, there is a thin gap with a Zinger on top of it. If they defeat this foe, they can safely enter the gap to find a hidden area that contains a Blast Barrel and a wall of Zingers that block a room consisting of many bananas and a Video Game Hero. They can exit this secret area with the use of the nearby Blast Barrel. Outside of this gap, the primates can find another Blast Barrel being guarded by a Zinger. They can use this barrel or the nearby honey wall to reach a ledge with a Krook positioned on it. The letter N floats above this enemy's head. Another wall of honey is to the left of here, and as they climb up this, a fast-moving Zinger, who flies over another DK Barrel, gets in their way. If they travel west at the top of the wall, they come across more Spinies that walk over gooey honey. A ledge with a Bonus Level ahead of it is hidden at the top of this area, and it is guarded by a Zinger. To the west of here, there is a small pit that can only be crossed with the use of a hook that is surrounded by a Zinger.
On the other side of the pit, the group can discover a honey wall with a Zinger at the bottom of it. Once they reach the top of the wall, they encounter a Krook, who stands in front of a barrel. A large structure that can be reached with a hook is hidden above this foe, and it is covered in bananas. If they do not head along this structure, they must instead travel across a pile of honey with a Spiny walking along it. Two Zingers also hover over this honey. There is another pit ahead of here with a small section of honey just before it. A pair of hooks above this pit must be used to cross. As they use the hooks, the Kongs must watch for a Zinger that hovers under them. After they manage to cross, they come up to a No Animal Sign. If they reach this sign with Squitter, they are given a red Extra Life Balloon. A honey wall is near here, and if the primates climb it, they can find a ledge with the level's End of Level Target on it. The level is complete when this target is hit. Additionally, if the Kongs land on the target from a high part of the honey wall, they can obtain either the letter G, a Banana, or a Banana Bunch from it.
KONG Letters
K: Between the second pair of honey-covered walls that must be climbed.
O: After the Star Barrel, the Kongs must climb up two more walls of honey. If they climb all the way up the right wall, they can obtain the letter O.
N: Floating above a Krook just after the hidden area with the Video Game Hero Coin.
G: One of the prizes given when landing on the End of Level Target at the end of the level.
Key Item
Cranky's Video Game Hero Coin: Halfway through the level, just before the letter N and Krook, there is a Zinger blocking a gap. If the Kongs have Squitter with them, they can utilize his web projectile to defeat the enemy and then drop down into the small chamber. Down below, there are another two Zingers blocking the path to a room. Squitter must also shoot webs at them. The room consists of numerous bananas and the Video Game Hero Coin floating hovering at the top, which can only be reached by using Squitter's web platforms.
Bonus Levels
Find the Token!: At the start of the level, a hook can be found above the Kongs, which they can reach with their team up move. There are some walls splattered with honey above this hook, and the primates can use the honey to climb to the top of the area, where there is a trio of hooks with some collectibles under them. The hooks can be used to reach a ledge with an entryway ahead of it. The entryway leads to a Bonus Level, where they must release a Kremkoin from a Treasure Chest within the time limit of 25 seconds. To break open the treasure chest, the heroes must throw it at the eight Zingers scattered throughout the area. When they defeat the final Zinger with the chest, the Kremkoin falls out of the chest.
Find the Token!: The Kongs must drop down from the ledge with the entrance to the first Bonus Level to land on another ledge with the entrance to the second Bonus Level. In the Bonus Level, the Kongs have 10 seconds to climb up a set of two long honey walls in order to reach a Kremkoin at the top.
Find the Token!: After passing the letter N, the Kongs must continue upward until they encounter two Spinies. They can see a few sets of two Bananas floating above them, which represent the Kongs having to utilize Squitter's web platforms to head up northeast to find a corner with a Zinger, who is guarding the entryway to the Bonus Level. After defeating the Zinger, the Kongs and Squitter can enter into the Bonus Level. The objective is for them to utilize Squitter's webs to reach the Kremkoin at the top of a tall, thin area within 15 seconds. In the Game Boy Advance remake, the Kongs are not required to have Squitter, because the two walls are coated in honey for them to jump from.
Target Terror is the eighteenth level of Donkey Kong Country 2: Diddy's Kong Quest and the second level of Krazy Kremland. It is the first level where Diddy Kong and Dixie Kong ride in a Roller Coaster, which is the game's equivalent to Mine Carts from Donkey Kong Country. Throughout the level, there are gates that the Kongs can open or close by using Check and X Barrels respectively. If Diddy and Dixie crash into a closed gate, the player loses a Kong, so the Kongs must jump at every Check Barrel but avoid every X Barrel. Target Terror is the first of two levels to feature Klanks, who appear in a later Krazy Kremland level, Rickety Race. The Kongs must jump over any barrel that a Klank throws at them. There are two aerial enemies in the level: Zingers and Flitters; the former only serve as obstacles while the Kongs can jump from the latter to reach a Check Barrel. Squawks the Parrot assists the Kongs only during the first Bonus Level.
Enemies
Zinger, Flitter, Klank
Layout
At the start of the level, the heroes can find a pathway over a wooden tunnel that they must travel across to reach a Blast Barrel. The barrel can shoot them into a Roller Coaster. The cart begins to move as soon as they land on it, and then travels a short distance east, where there are some enemies. Shortly after riding down a large hill, the heroes drive towards a Zinger above a lower track. The track curves into a small hill ahead of here and leads the hero towards a tunnel that contains a hidden golden feather. A Flitter is above the track near here that can bounce the primates to the letter K. A barrel with a check mark on it is immediately after the tunnel, opening the gate that follows. Once they get through this gate, they travel over a large hill and cross over a gap. They must hop out of their cart at the gap so they can access the second Roller Coaster waiting at the other end of the abyss. This cart leads them to a second gate. A check marked barrel is immediately before it that can open it, but the primates must bounce on a Flitter to hit it.
After this gate, the Kongs ride up and down some hills and soon meet a Klank riding ahead. The Klank drops off the track shortly after they find it, but it manages to hurl a barrel at them before falling. A check marked barrel is above the gap that it falls in, opening the next gate, which they must go through. This is shortly after followed by the fourth gate. This door is already open, and they need to avoid hitting the X Barrel immediately before it to continue safely. A large hill is after the gate, followed by some more small hills. As they ride over the hills, they approach a Bonus Barrel that is placed in the air. A gap follows here with another Roller Coaster at the other side of it. The cart leads them to the letter O, as well as towards a pair of Flitters that can be bounced on to reach another check marked barrel. A gate ahead is opened when it is hit. On the other side of the gate, the heroes ride towards another gap, which has a Flitter in it. There is an additional Roller Coaster waiting at the other side of the gap. The Star Barrel floats above it.
Two open gates with a DK Barrel between them follow the Star Barrel. Two small gaps are ahead, and a Roller Coaster sits at the other side of each abyss to drive the Kong forward. After the second abyss, they land in a cart that rides them towards an X barrel that they must jump over to ride under another open gate. This gate is followed by two more gates, which have check marked barrels to open them. The first barrel is surrounded by a Zinger, while the second one is after a gap following it. They pass the letter N on the way between these gates. After this, the group travels up and down a large hill and rides through a small tunnel, which contains a hidden Video Game Hero Coin. Upon exiting, a Klank appears, who throws barrels at them. The Klank soon falls into a small gap, which has a check marked barrel near it. The barrel must be hit to open a nearby gate. There is an additional gate shortly ahead, but it is already open. While trying not to jump into a Zinger, they must jump over an X marked barrel to keep it open so they can drive through safely.
After another gap ahead of this, the Kongs ride down a large hill and, on the way, find a check marked barrel near a Zinger. The heroes approach a large gap once they pass this gate. They must bounce on Flitters to cross it and reach the next cart. This cart leads them towards a gate, which must be opened with a check marked barrel found in the air between two Zingers. Another check marked barrel is ahead in an abyss. The primates must drop into the abyss and jump out of their cart to grab it safely. Once they hit the barrel, they can land back in a Roller Coaster waiting on the track and ride through the now-opened gate. Finally, the heroes approach another X marked barrel as they ride ahead. They must jump over it to keep the gate following it open to pass through. A tunnel is after the gate that leads the Kongs into a small area, where they find themselves on foot again. The End of Level Target is just ahead of here, and once it is hit the level is completed. If the Kongs use a nearby Barrel Cannon, they can either win a banana, Banana Bunch, Banana Coin, or a Red Balloon from landing onto the target.
KONG Letters
"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 Levels
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!
3. Bramble Scramble, Krazy Kremland
Bramble Scramble is the nineteenth level of Donkey Kong Country 2: Diddy's Kong Quest and the third level of Krazy Kremland. Bramble Scramble takes place within a large infestation of brambles inside the carnival area of Krazy Kremland. It is the second bramble level, the first one being Bramble Blast. Instead of blasting through Barrel Cannons, Diddy and Dixie Kong must climb up vertical and horizontal vines to go through the level. The main enemies of the level are red and yellow Zingers, who patrol the tight areas. Krooks and Flitters are also somewhat common in the level. Aside from those enemies, there are a few Click-Clacks, Mini-Neckys, Kloaks, and Kannons that appear in this level.
Squawks reappears in the level from his previous appearance in Bramble Blast. There are two animal crates of Squawks appearing in the level: the first one is near the start of the level, on a wooden platform shortly after the Click-Clack and Exclamation Point Barrel. The second animal crate of Squawks is after the Star Barrel, shortly after passing the two Kannon enemies. Squawks himself also appears at the start of the first Bonus Level, although a No Animal Sign prevents him from leaving the area. Aside from Squawks, an Animal Barrel of Squitter appears in a secret room directly right of the Star Barrel. The Kongs can access it from the wooden platform beneath the Star Barrel: there is a bramble dividing the platform and a smaller one with a single banana. The Kongs can easily reach it just by jumping through the bramble dividing the two platforms.
Enemies
Krook, Zinger, Click-Clack, Flitter, Kannon, Mini-Necky, Kloak
Layout
At the beginning of the level, the Kongs must walk down a wooden path and jump over the brambles to reach a horizontal vine. On the way to the vine, they encounter a Krook and a DK Barrel. A hidden area is behind the entrance to the level, and it contains a Barrel Cannon, the letter K, a Banana Bunch, and, in the Game Boy Advance version of the game, a Diddy Barrel that can shoot the primates to a photograph. Once the Kongs reach the aforementioned vine, they encounter several Zingers that they must dodge to progress. One of these Zingers guards a Banana Bunch. There is a vertical vine near here that leads up to a Krook in a small alcove, and then up to a wooden platform that holds a Click-Clack. An Exclamation Point Barrel is hidden high above here, and it can help the heroes journey through a bramble-filled pit located just ahead, which leads to a Bonus Barrel. On the other side of this pit, the heroes can find a trio of spaced-out, wooden platforms that are structured on top of the brambles. A Krook stands between two of these platforms. The third of the three platforms here supports an animal crate containing Squawks. The Animal Friend is required to progress north, where there is a wide path among the brambles that they must travel through.
There are Zingers and Flitters in the way, and one of the Zingers blocks an opening that leads a wide area that contains many bananas, a Banana Coin, and a DK Barrel. Once they pass a pair of Zingers, one of which that is red and therefore indestructible at this point of the level, they reach a DK Barrel in a corner. A path among the brambles is below here, and as the primates travel down it, a Krook throws its hook at them. A pair of red, indestructible Zingers also fly in their way as they descent. At the bottom of the area, they can discover more Zingers and Flitters. Some of these Zingers fly together in circles around the wide passage, much like Boo Buddies from Super Mario World. Upon passing these foes, the Kongs approach a Kannon that shoots kannonballs below it as it stands in a square-shaped section of brambles. Some bananas and a Banana Bunch float above the foe, but the area around them is much longer and thinner than the one below the enemy. After continuing past the Kannon and a lone Zinger, the primates reach an alcove with the letter O in it. If they head north from here, they come past two more Krook enemies, who throw their hooks at the heroes as they pass. The second Krook stands in front of a thin alcove that holds a pair of Banana Coins. A No Animal Sign sits on some wooden boards ahead of here, and once it is reached, Squawks disappears and the Kongs are given a Banana Bunch. The Star Barrel floats in front of a long, vertical vine nearby.
To the right of the vine, there is a set of brambles that can be jumped through to reach a hidden area that contains an Animal Barrel that holds Squitter the Spider and several collectibles, including a Video Game Hero Coin. At the end of this hidden area, there is a No Animal Sign that causes Squitter to disappear when reached. The Kongs are given an Extra Life Balloon in return. There is a Blast Barrel ahead of the sign that can fire the primates out of the hidden area and to the section of the level that contains the second animal crate for Squawks. If the heroes choose not to take the hidden path, they can instead continue up the aforementioned vine to reach a horizontal vine with a DK Barrel under the end of it. A few Mini-Neckys attack them as they climb the vine, and a Zinger also surrounds the DK Barrel. To progress, the primates much climb east along the horizontal vine, and, along the way, pass a Kannon that shoots three kannonballs from above them. After they climb an additional vertical vine, they reach a long, thin area with a horizontal vine running through it.
A Kannon at the end of the vines shoots kannonballs across the area. A few alcoves are scattered along the passage to be used to the Kongs' advantage in dodging the attacks. They soon meet the Kannon, who they must jump over to reach a separate vine that they can use to hang over some wooden boards with Click-Clacks on them. If the primates manage to climb over the small wall of brambles to the right of here, they make their way down along a trail of bananas and onto an animal crate containing another Squawks. The parrot can help them pass a pair of Zingers in their way and fly through the large area located just ahead, which many more Zingers are scattered throughout. All of these Zingers are red, meaning that they cannot be defeated by any of the heroes' attacks at this point. The letter N floats in the top-right corner of this area, and in the bottom-right corner of it, they can find a passage that holds a DK Barrel. As they continue through the rather wide passage, a few Zingers, most of which that are red, fly in their way.
North of here, there is a path that leads up to circular area with a few red Zingers flying through it. After the heroes make their way through here, they access a wider passage to the east with several red and yellow Zingers hovering through it. A few Mini-Neckys wait ahead of here to dive at the Kongs as they approach. The primates can then find another circular area to the north with several red Zingers flying throughout it. One of the red Zingers is stationary and blocks the Kongs' path, so they must take the long way around the round path. Once they successfully progress through here, they access a wider passage that contains a quadruplet of Kloaks that constantly throw crates at the heroes, until they are defeated. A No Animal Sign is near here on some wooden boards attached to the top of some brambles. Once they reach it, Squawks disappears and they are given the letter G in return. An End of Level Target is located at the bottom of a small ledge located ahead of here. The prizes include a Banana Coin, a Banana Bunch, and a Red Balloon.
Kong Letters
"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.
Key Item
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!
In the Bonus Area, which is a Collect the Stars! challenge, the Kongs must collect 40 stars within 40 seconds. In the Game Boy Advance port, the number of stars to collect was reduced to 36, and they are more spread out to compensate. They must mount Squawks at the very start and defeat the ten Zingers, each of whom are guarding four stars. At the top of the area, there are two Zingers flying in a vertical pattern, guarding some stars within a very tight space. After collecting every star, the Kongs and Squawks must go to the wooden platform on the right and obtain the Kremkoin. Squawks cannot continue into the main level with them due to a No Animal Sign prohibiting him; crossing it rewards a Banana Coin to the Kongs.
4. Rickety Race, Krazy Kremland
Rickety Race is the twentieth level of Donkey Kong Country 2: Diddy's Kong Quest and is the fourth level of Krazy Kremland. It is the second roller coaster with a unique feature of racing nine Klanks to the finish, though this is not a requirement for completing a level. Every time Diddy or Dixie defeat a Klank, though, they receive a prize. The Klank in first has a Video Game Hero Coin, so the Kongs must reach it before it gets to the finish if they desire this item. As the Kongs approach a pitfall, a warning sign pops on screen to notify them of it.
Enemie
Klank
Layout
The level begins on a long, wooden platform with a tunnel containing a DK Barrel on it. The Kongs can find a hidden tunnel above here that leads into a Bonus Level. A track is at the end of the platform, and a Roller Coaster waits on it, along with a Klank in another cart. When they land in the cart, a traffic light appears, signaling them to go. Should the player hold at this point, they can go backwards to hit a hidden Plus Barrel that'll increase their speed throughout the race. When they begin moving, they find themselves still behind the Klank, whom they can pass to gain ninth place; more Klanks appear in areas ahead every time they catch up to one. As the heroes try to catch up to the foe, they pass a gap and then ride down a large hill with the letter K just before it.
Once they make their way down, they ride back up another hill that leads them towards a small gap. It is followed by another small gap with a hill leading downwards at the other side of it. A flat part of the track is at the bottom of the hill, but it then curves upwards into an additional hill. Once the heroes ride up and down the hill, they reach a gap. A rather flat pathway is on the other side of the abyss. An abyss is farther down this area, and as the heroes race down the bumpy track following it, they pass groups of four bananas. Another gap is at the end of this track. A large hill that dips downwards is ahead. A hill leading up is immediately after it. There is another gap at the top of the hill it is followed by the letter O and a few more hills. A pair of gaps are near here. Once they are crossed, the Kongs head up a hill that pulls them up to another gap. Two smaller gaps follows this.
A large hill immediately follows, which drops the Kongs towards a flat part of the track. Eventually, they come up to a pair of gaps that they must hop over to reach another flat area. Two more small gaps are after here, followed by another pair. These gaps are slightly smaller than the previous. The letter G is passed after these gaps, and it is followed by a small tunnel that, in the Game Boy Advance version of the game, contains a golden feather. A section full of hills that lead the heroes up and down is ahead. Four rather wide abysses are soon after it. After one last hill, the Kongs ride into a tunnel at the end of the flat pathway. When they enter the tunnel, they find themselves on foot again. An End of Level Target is ahead of here that they can hit to complete the level. The prizes are either a Banana, a Banana Bunch, or a Banana Coin, which can b rewarded from the target if they jump on it from a hidden hook.
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.
KONG Letters
"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.
5. Mudhole Marsh, Krazy Kremland
Mudhole Marsh, also titled Swamp Level, is the twenty-first level of Donkey Kong Country 2: Diddy's Kong Quest. It is also the fifth level of Krazy Kremland. It takes place in a swamp just outside the exit of the Kremland amusement park. It is the only swamp level to not appear in Krem Quay, and the last one overall in the game. There are many gaps for Diddy Kong and Dixie Kong to cross throughout the level, either by jumping from Krockheads, lilypad platforms, barrel platforms, cattails, Flitters, or even barrels shot by Kannons. While on land, the Kongs must go across moss-covered piers, where they encounter Cat O' 9 Tails: these enemies can fling them up to collectible items and, in one instance, a Bonus Barrel.
Enemies
Flitter, Cat-O’-9-Tails, Click-Clack, Mini-Necky, Zinger, Kannon
Layout
The level begins on a grassy bridge that is held over the swamp water. Three Flitters are in this area, but a Banana Coin can be reached by bouncing on them. A water area lies just ahead, and it can be crossed using half-sunken barrels and lily pads. A hook floats in the air above the objects. Around the next portion of land is Flitters and the first Cat O' 9 Tails, which is required to obtain letter K. Another gap full of water is ahead that can be crossed using hooks suspended in midair. Click-Clacks walk along a small platform ahead of here. There is another water section after this platform that can be crossed if the Kongs jump along the lily pads and half-sunken barrels in it, with Mini-Neckys being encountered along the way. A treasure chest with a Banana Bunch is on the first lily pad. After the water area is another small platform supported over the swamp, and it has a Cat O' 9 Tails.
More hooks are used to cross most of a long section of water afterward, some of which are surrounded by Zingers. After this is a Flitter that can be bounced on to avoid landing below. Lily pads and barrels must be jumped on throughout the remaining part of the water area once the heroes bounce on this Flitter. As the primates travel down the swamp with the lily pads and barrels, Mini-Neckys swoop down at them. They come up to a DK Barrel and many treasure chests on the way as well. A few Flitters are toward the end of the water section, and they must be bounced on to cross small gaps between lily pads. Following this is another bridge platform with a Cat O' 9 Tails, as well as a Bonus Barrel above it. Another water area is ahead, which can be crossed by bouncing on a Flitter to reach a lily pad. They must continue along the lily pads and the barrels in the water to progress safely. The Star Barrel is above the first half-sunken barrel in the water.
Following the Star Barrel is a single lily pad and a solid bridge platform where a Cat O' 9 Tails rests. A pair of Zingers also fly in the air above the platform, guarding a group of bananas. Continuing forward, there is another water area with more lily pads and barrels that need to be crossed, and cattails must also be used in this area to progress. A Kannon is on the first barrel, and the letter N is right in front of it. Three cattails come afterward, leading to a Krockhead that can fling them over a Zinger and onto a platform held above the water. Here, there are two Cat O' 9 Tails, along with a second Zinger near bananas and a Banana Coin. A third Zinger is at the end of the platform at the beginning of another water area. Here, the Kongs must hop along lily pads and barrels to progress. A Kannon shoots at them as they hop along the objects. They pass a DK Barrel and a kannonball on the way across as well. A barrel holding a kannon that can shoot them to a Bonus Level is after the Kannon. Another platform is also immediately after it, and three Click-Clacks march along it. An additional area of water is ahead.
After the heroes bounce on a Flitter here to cross a rather large gap, they reach a vine that they can cling onto. Using more vines, lily pads, barrels, and even a Krockhead, they must hop over the gaps in the water area. After they pass the second Flitter, they reach a large gap that they can cross by bouncing on a barrel shot from a Kannon nearby. A few Flitters are ahead of here that can aid the Kongs in crossing the area. A bridge platform that supports a treasure chest, containing a Banana Bunch, is right after the Kannon enemy. A small gap of water is after it, but only a green Krockhead must be hopped on to cross it. On the other side of the water area, the primates can spot two Cat O' 9 Tails and a few Zingers who fly near the letter G. There is another water area following this. Once they hop along the first lily pad and the first barrel, they find a large gap ahead of them. A Kannon is on the other side of the gap shooting barrels, so the heroes must bounce on its projectiles to cross. A Flitter flies over a gap immediately after the Kannon that the Kongs can bounce on to reach a solid platform with another Kannon on it. The End of Level Target is at the end, its prizes including the Video Game Hero Coin, a Banana Coin, a Banana Bunch and a red Extra Life Balloon.
KONG Letters
"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 AREAS
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.
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!
6. Rambi Rumble, Krazy Kremland
Rambi Rumble is the twenty-second level of Donkey Kong Country 2: Diddy's Kong Quest and the sixth level of Krazy Kremland. It is the second beehive level after Hornet Hole. It has honey-coated floors and walls, numerous Zingers (including a couple of red ones), and a playable Animal Friend. As stated by the level name, Rambi the Rhino is the playable Animal Friend. Diddy Kong and Dixie Kong transform into him from a Rambi Barrel during the second half of the level. During the first half, the Kongs must jump from numerous honey-coated walls and avoid numerous Zingers placed in tight gaps. Diddy and Dixie must also jump onto a few small platforms in the air, which have either a Klampon or a Kutlass. In the second half, Rambi must descend further into the level. He also encounters numerous Zingers and a few Kannons (an enemy that Kongs do not encounter themselves). Rambi is unaffected by the patches of honey on the ground, and he does not slow down from them. Near the end, Rambi is chased by King Zing for a remainder of the level, up until he hits a dead end.
Enemies
Kutlass, Zinger, Klampon, Kannon, Kruncha, Zinger Red
Layout
The level begins with a pathway leading to a Kutlass near a raised area. Honey is splattered over the raised area, and a group of Zingers fly in a large circle, similar to Circling Boo Buddies. A DK Barrel wobbles between them. A gap with a long wall on the other side of it is ahead. This wall is covered in honey from top to bottom, allowing the Kongs to stick to it and climb. As they climb it, a Zinger stands in their way. Soon, they can reach a floating platform to the right of the wall with honey on the side of it. They can use this honey to climb to the top of the platform, which has a Klampon on it. Another large platform floats ahead with honey on the side of it. The primates must travel on top of it while dodging a second Klampon to reach a hook. They can use it to assist them in reaching a set of two walls above, which is covered in sticky honey. After the primates climb most of the wall, avoiding a Zinger on the way, they come up to a Barrel Cannon that rotates when entered. With good aim, they must shoot upwards between two Zinger to more honey on the walls.
If they climb the remaining part of the honey-covered walls, they can reach a flat area of land with a Klampon on it. A DK Barrel is above the foe. Honey walls cover the walls of a gap found to the left of here. The primates must climb down the walls of the gap while dodging a total of three Zingers to reach another solid area of land with a Klampon on it. There is an abyss farther west of here with a wall of honey on the other side of it. A pair of Zingers fly around the wall, along with the wall found across from it higher in the area, as the heroes climb. Soon, they can reach a Barrel Cannon that they must utilize to blast upwards. The Kongs can reach more honey on the walls with the barrel. If they crawl to the top of the wall, they can find a gap ahead of them with another wall of honey on the other side of it. A Zinger is at the bottom of the wall. A Kutlass also waits to attack at the top of this wall on the solid ground. The letter O is in a gap near the armed enemy. There is a honey wall with a Zinger at the bottom of it on the other end of this abyss. Once the wall is climbed, the heroes can find a solid area of land with the Star Barrel above it.
A large gap is ahead that the Kongs cannot cross with a normal jump. Honey splattered along the walls on the sides of the gap can be clung onto to avoiding falling. A Kutlass is located ahead of here, along with a passage leading into a cavern-like area in the hive. An Animal Barrel is located in the cave, but it is high in the air. The heroes must jump from a honey wall to reach it. When they access the barrel, they are turned into Rambi the Rhinoceros, who must leave the cave area through a different passage found to the right. On the outside of the cave, Rambi can find a Video Game Hero Coin against a honey wall and a Zinger in a tight space blocking his path. He can slam through the Zinger with his strength. Two Zingers float in a gap ahead of here. The abyss is too big to cross with a normal jump, but Rambi can bounce on the wasps to cross. A gap leading into a lower area is ahead. A Zinger is also above it, who can be bounced on to reach a DK Barrel. If Rambi hops into the previously mentioned gap, he can enter a lower area with a Kannon at the beginning of it. This foe shoots barrels at the hero. Another abyss is nearby that Rambi can pass by bouncing on a Zinger. A flat pathway splattered with honey is straight ahead. Zingers float above it with the letter N above them. A Kannon also shoots kannonballs across the area.
Zingers fly in an additional abyss located nearby. Once the rhinoceros bounces on them to travel over the gap, he can find a passage leading downwards, which is guarded by a Zinger. He lands in another lower area when he falls into here. A red, indestructible Zinger is near the end of this area to the right, floating next to another passage. Once the hero drops into this passage, he is greeted by King Zing, who begins to chase him. At the beginning of the chase, Rambi races towards a few Zingers found floating only slightly above the ground, which has honey on it in some spots. The rhinoceros can stomp through honey and then approach a large abyss that he must cross by bouncing on the three Zingers found in it. A passage leading farther downwards is ahead of here with more Zingers guarding it. In this lower area, more Zingers can be seen along the ground.
A large abyss is in the center of here with four Zingers in it. The rhinoceros must use his abilities to bounce on the Zingers so he can cross the abyss. There is one last passage at this gap with a red Zinger in front of it. The hero can fall into it to reach the lowest part of the hive, where two more red Zingers stand in his way. After the hero travels over the flat area and passes these Zingers, he can reach a Blast Barrel that blasts him to a raised piece of land that King Zing cannot get onto. A No Animal Sign is here that causes Rambi to turn back into the primates. The End of Level Target is near here, and Diddy and Dixie can optionally use a nearby Barrel Cannon to blast on the target and win a prize. The Kongs can win either a banana, Banana Bunch, or the letter G. Right after completing the level, the Kongs move on to the boss level, King Zing Sting, where King Zing is re-encountered and fought as the world boss.
KONG Letters
"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 AREAS
Find the Coin!: After the Kongs blast from the second Barrel Cannon, they must land on a platform to their right. From there they must jump to a floating banana in midair, which uncovers a hidden hook. From there the Kongs must jump left, grab onto a small honey-coated wall and then jump up two more until reaching the top. They must continue left into a wall opening to enter the Bonus Level. The objective is for the Kongs to collect the Kremkoin within 15 seconds. They must first jump up a honey-coated wall on the left and then continue jumping up one on the right; there are three bananas on each wall. After reaching top of the second honey patch, the Kongs can jump right onto the high platform to obtain the Kremkoin.
Destroy Them All!: At the end of the King Zing chase, below a Blast Barrel, Rambi must Supercharge into the wall to enter the second Bonus Level. Here Rambi must defeat eight enemies within 15 seconds, the enemies in question being six Krunchas and two yellow Zingers. He must quickly run down the area, which quickly changes direction between left and right. After defeating every enemy, the Kremkoin appears at the very bottom, next to the exit. By exiting, Rambi is sent back into the main level, right before the No Animal Sign.
7. King Zing Sting, Krazy Kremland
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.
The Kongs start in a small, enclosed area next to a Squawks Barrel. Unlike other boss levels, they do not begin with showing a frightened expression. After transforming into Squawks, the Kongs can enter the arena with King Zing flies across the stage in a pattern, moving horizontally until he reaches a side, moving up or down a bit, then flying back to the other side again. Squawks must hit King Zing's red stinger with eggs to damage him. Each hit will cause him to move faster, and after the second and fourth hits, he will temporarily turn red. In this state, he will shoot three sets of spikes in eight directions while slowly advancing toward Squawks, then rise to the top of the arena and resume his normal flight pattern. After six hits, he will shrink to the size of a normal Zinger, turn red, and summon four other Zingers to assist him. He will then start chasing Squawks while other Zingers circle him. Squawks must defeat the four Zingers to make King Zing vulnerable again; if he does not beat them fast enough, they will respawn. Once all of them are gone, King Zing reverts to his normal color scheme, and three more eggs will take him down. He drops a Kremkoin when defeated. In the Game Boy Advance version, King Zing moves slower, his stinger shots move faster, and he takes one more hit to defeat in his last phase.