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Donkey Kong Country 2: Diddy Kongs Quest #26 - Gloomy Gulch
Gloomy Gulch - Walkthrough
Donkey Kong Country 2: Diddy Kongs Quest #26
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Gloomy Gulch
Gloomy 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.
1. Ghostly Grove, Gloomy Gulch
Layout
At the beginning of the level, the Kongs can find a Kloak, above themselves that throws items to them. Klomps stomp along the long and rather flat pathway ahead. A rope is on the way down the pathway, and a DK Barrel wobbles next to it. A second rope is above a prickly Spiny found in a small alcove. The rope can be used to reach a higher area of land. There is a small alcove in the ground near here with a Klampon and a Spiny in it. The letter K floats above the dangerous foes. A Klobber also waits in its barrel at the edge of a cliff just ahead. An abyss is next to the Kremling enemy.
A rope floats above it that must be used to cross, and a Banana Coin is also in the gap. On the other side of the gap, a trio of Klampon patrol the area. A wide abyss is after them with a pair of ropes above it, and a Flitter also flies in the gap. If the Kongs cross this and reach land, they can find another Klobber and two mighty Krunchas on raised piece of land. A flat pathway with a Spiny walking along it is ahead at a slightly lower elevation with a rope appearing and disappearing above it. It can be climbed to reach the letter O. After passing a small gap, the heroes approach a Klobber on a platform. Another abyss follows it, but it can only be crossed with the help of a rope. Luckily, one of these ghostly objects is present in the gap, although a Zinger is near it. A barrel and a lone Klobber can be found immediately after the pit. They are located just before a pair of Krunches, who are both found on pieces of land at different elevations. In a higher area of land ahead, another Klobber can be found. The Star Barrel is nearby immediately after a Spiny in a small alcove.
Ahead, the Kongs can find a wobbling DK Barrel in front of a Kloak, who throws Spinies at them. After tossing the enemy, the Kloak leaves, allowing the Kongs to safely progress to an abyss near its previous spot. A rope must be used to cross. A platform with a Kaboom on it is located after this abyss. Another gap is immediately after the foe, and it is filled with ropes, bananas, and a lone Zinger. Once it is crossed, the heroes can reach a large area of land with a Klobber and a Kaboom on it. They hide in barrels in front of a raised piece of ground. A Treasure Chest containing the letter N is here. After crossing a small gap that follows the two Kremling enemies, the heroes find themselves on a large area of land with two Klampons on it. A pair of ropes are in the air above the Klaptrap-like foes, but they do not appear visible for more than a few seconds. They can be used to reach a Bonus Barrel. A wide abyss can be found farther ahead. Two ropes placed in it can assist the duo in crossing. A Zinger stands in their way as they travel over the pit, which is followed by a flat piece of land with two Kabooms on it. A DK Barrel is also here.
Another abyss with more ropes in it follows the Kabooms. The heroes must climb upwards using the ropes to reach a higher platform located immediately after a stationary Zinger. Two Klampons are here that march along some stair-like piece of land. Spinies can be found soon after them under a formation of bananas. The bananas form a circle, which has the invisible letter G within it. Another large pit is ahead, but it can be crossed with the help from a trio of ropes. A Zinger is after each of the ghostly beings. A small platform is present at the opposite side of the gap. Here, a Kloak can be found floating over another abyss. After it hurls a single barrel at the Kongs, it floats away. Five ropes are located in the large gap that this Kloak is found above. They can aid the heroes in crossing the gap. If the two friends manage to cross, they can find the End of Level Target on a solid piece of land. If they land on it, the level is completed. If they jump on the target from the final rope in the level, they win a prize.
Enemies
Klomp, Kloak, Spiny, Klampon, Klobber, Kruncha, Kaboom, Zinger, Zinger Red, Rope
KONG Letters
"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."
Key Item
Cranky's Video Game Hero: Just after the letter O, the Kongs must jump into the following pit but move left to land into a barely visible Auto-Fire Barrel, which blasts them to the Video Game Hero Coin and an upward-facing Auto-Fire Barrel that blasts them back on ground. This barrel can be reached by Dixie using her Helicopter Spin or if Diddy executes a long roll jump. The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Ghostly_Grove_(Donkey_Kong_Country_2)
BONUS AREAS
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.
See "N." TO COMPLETE: Using the Ghost Ropes, get to the other side of the expanse to find your Kremkoin.
2. Haunted Hall, Gloomy Gulch
Haunted Hall is the twenty-fourth level of Donkey Kong Country 2: Diddy's Kong Quest and the second level of Gloomy Gulch. It takes place in an old, abandoned library, and Haunted Hall is the last level where Diddy and Dixie ride a Roller Coaster, which they do mostly throughout. There are four Kackles in the stage, each wearing a uniquely colored bandana, and they are encountered in order from blue, green, yellow and dark red. Each Kackle has their own portion contained between two gates, so as soon as the Kongs go through an entry gate, a countdown timer appears on the screen, and a Kackle begins to chase them. The Kongs must prevent it from running out, because if it does, the Kackle briefly materializes and injures one of the Kongs. Running into Plus Barrels increases the timer, helping to negate the countdown. At the same time, however, Diddy and Dixie must avoid hitting the antonymous Minus Barrels. In the later parts of Haunted Hall, some of the Plus Barrels are harder to reach, and in some cases, both a Plus and Minus Barrel are grouped together.
Haunted Hall is one of two levels (the other being Castle Crush) without an identically-named level in Donkey Kong Land 2, which has Krazy Koaster instead of Haunted Hall. However, the Gloomy Gulch map was not altered to reflect this, making it appear as if Krazy Koaster takes place in the same area as Haunted Hall.
Layout
The level begins on a large, wooden platform with a gap ahead of it. Two hooks are above the gap to aid the heroes in crossing. Inside of this gap, the Kongs can find a Dixie Barrel that is able to fire them to a golden feather, and then back onto the starting platform. A track is also on the other side of the pit with a Roller Coaster on it. As soon as the cart is entered, it begins to move and take the Kongs along a bumpy path to a small ramp with the first DK Barrel near it. There is a gate near here. When it is entered, a Kackle with a blue bandanna starts to chase the primates. As it chases them, the heroes ride up a hill towards a Plus Barrel, followed by another on the bumpy track. A gap is right after this with the letter K above it. As the two friends travel farther ahead, they ride up a hill with another Plus Barrel on it. The track soon flattens out. As the Roller Coaster moves along it, it approaches two Minus Barrels with only a small space between them. A gate is after the pair, and when it is passed through, the Kackle ceases to chase them.
A bumpy path is after here. A hill is at the end of it that pulls the heroes downwards. As they ride down the hill, they can notice a separate track hidden nearby that leads to two Bonus Levels. If they miss this track, they ride across a track with two Zingers above it. Shortly after passing the two foes, they ride through the second gate, causing the second Kackle to chase them. Upon entering the gate, they ride up and down a large hill. A Plus Barrel is on the way down it, while another is at the bottom of the hill. Three more Plus Barrels are along the bumpy trail ahead, but each of them only replenish a few seconds. After the third barrel, the Kongs ride up a hill and approach a gap that they must pass. They ride down a hill after this, traveling towards another Plus Barrel. There is a small gap ahead, but a lower track is in it. A Banana Coin sits on it. Once this small section is passed, the primates come up to a Plus Barrel, followed by another just before a gap with the letter O in it. A Plus Barrel is also at the edge of the other side of the gap. A gate is just ahead of here, and the Kackle stops chasing them when it is passed. The level's Star Barrel floats at the top of a hill found after here.
After the Kongs ride down this hill and then wind up another, they come across a gate. Once it is passed and the heroes ride down to the bottom of a hill, a Kackle pursues them again. It chases them into an area full of Minus Barrels, which only decrease the thirty seconds that they begin the area with. They ride towards a pair of Minus Barrels at the start of this chase. A small gap is between the objects. Three more Minus Barrels are along a rather flat part of the track found just after a larger gap. An even larger abyss is after these barrels, but a piece of a track is in it with a Banana Coin on it, so the heroes can cross. A Minus Barrel hangs off the edge of the track right after these gaps. Soon, the primates ride down a small hill leading towards a Minus Barrel with the letter N next to it. An abyss follows here with one more Minus Barrel found in the air at the other side of it. Once they pass this, they travel towards another gate. The Kackle stops chasing them when it is passed. A bumpy track is ahead of here. There are two more tracks found separate from each other nearby. The bottom route leads to a Bonus Level, while the top one leads over a tunnel towards some Zingers. Once they pass this area, they wind over a small hill and pass through another gate. As a result, a Kackle chases them into an area with a mixture of Plus and Minus Barrels in it. A Plus and a Minus Barrel can be found just ahead of here, and they are placed right next to each other.
Two small gaps are after the barrels, and a track is between the two gaps with a Plus Barrel on it. Another Plus Barrel and a Minus Barrel float in the air after the gap. As the heroes ride up and down the two hills that follow, they come towards a Minus Barrel. Another one of these unhelpful barrels appears after a gap at the top of the hills. The letter G stands next to it. The Kongs ride past four more Plus and Minus Barrels on a bumpy trail just before reaching the next gap. A Plus and Minus Barrel found close together are just after it, located just before another gap. A hill leading downwards to another gap is on the other side of this abyss. It is followed by another gap with a straight, bumpy track after it. Plus and Minus Barrels are placed along this piece of the track. Two more gaps are ahead, and a Minus Barrel waits after each one. Once the heroes pass this final Minus Barrel, they pass through a gate, stopping the dangerous Kackle. They then head over a flat pathway leading into a tunnel to the last area.
The Kongs enter the room on a raised platform, and can jump on the End of Level Target located below and next to the raised platform. Its prizes include a Banana Bunch, Banana Coin, or a Red Balloon.
Enemies
Kackle, Zinger
KONG Letters
"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.
Key Items
Cranky's Video Game Hero Coin: In the room with the End of Level Target, the Kongs must walk into a tunnel on the left to obtain the Video Game Hero Coin, after which the Auto-Fire Barrel blasts them back out.
BONUS AREAS
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.
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.
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!
3. Gusty Glade, Gloomy Gulch
Gusty Glade is the twenty-fifth level in Donkey Kong Country 2: Diddy's Kong Quest and the third area of Gloomy Gulch. It takes place in the spooky woods and prominently features strong gusts of wind, powerful enough to propel the Kongs in the direction it blows, either left or right. The wind stops blowing in parts of the level, which is when the leaves fall down casually. A light windstorm sometimes occurs, which does not affect Diddy and Dixie Kong, but it could indicate a forthcoming windstorm. Gusty Glade also features abysses, where the wind usually begins to blow again so that the Kongs can gross the gap. Gusty Glade has a few Barrel Cannon segments where the Kongs usually only have to blast out while the wind is not blowing so that they do not fall into a pitfall or a Zinger. Rattly's animal crate is hidden behind the starting point, and a team up throw can be used to reach the area with it. If Rattly is freed, the Kongs can ride him up to the No Animal Sign about halfway through.
Layout
Diddy and Dixie begin the level in front of a tall, steep hill. They can optionally continue or open the Rattly Crate above the hill. A straight pathway with a pair of Klampons on it is to the right of the tall hill. Once the enemies are passed, a strong wind begins to blow the heroes towards a large alcove with a Click-Clack in it. There is a DK Barrel above this alcove. Some stair-like structures follow with a few more Klampons marching down them. A second gap is present after the last stair, and a Banana Coin floats within it. On the other side of the gap, the Kongs can find a pathway that winds around a raised piece of land with two Spinies and a Treasure Chest, containing the letter K, on it.
Another large abyss is ahead, but it can be crossed if the heroes ride on the hard gusts of wind. A gap much wider follows, and dozens of thin, pillar-like platforms are in it. Most of these platforms hold a Neek or a Klampon, but two of them carry the letter O and a DK Barrel. After the final pillar, the Kongs approach another large gap that they can cross with the wind's help. There are some stair-like structures on the opposite side of the abyss, and Klampons and Spinies walk along them. Another abyss is ahead, and this time, the wind cannot help the Kongs cross it, as a high platform must be reached. However, a hook floats in the center of the gap to assist the heroes in crossing. After they pass the gap, they can find a pathway leading to another gap. A small hill with a No Animal Sign is on the pathway, and Rattly disappears when it is passed, if he had been found previously. An Auto Fire Barrel with the Star Barrel above it is above the gap mentioned previously.
This barrel immediately blasts the primates onto a solid piece of land on the other side of the gap, where a Kannon is present. A wide alcove is ahead with a Kutlass in it. The Kongs' path is blocked by a high wall near here. However, they can climb to the top of the wall, which has a DK Barrel on it, with the use of a hook hanging in the air. Two Kutlass enemies are on the other side of the wall, and one of them can be found on a raised piece of land with a treasure chest, containing a kannonball, on it. Another treasure chest that contains the letter N is under this piece of land. Three gaps are farther ahead. The Kongs must be cautious of a pair of Zingers as they cross the first gap. The second gap, which a simple jump can help them cross, is followed by a small platform holding a kannon. The third abyss is very wide, and not even the wind can blow the heroes all the way across. Luckily, hooks float above the gap that they can use to pass it. The wind blows as they use the hooks to their advantage, and it can push them in the wrong direction as they hold onto the objects. Once the primates overcome the large abyss, they can reach large area of land with a gap in the center of it. A raised piece of land is behind the gap that can be used to cross it. As the Kongs walk along it, a Kannon shoots at them. A DK Barrel wobbles on the section of ground below the enemy. Three Barrel Cannons are present in a wide abyss ahead. The barrels, placed in a upward position, must be used to guide the primates over the abyss.
When they blast the heroes into the air, they are sent upwards, so they must shift to the right after exiting the barrels to land in the following cannon. However, the wind can blow them in the wrong direction if they shoot at the wrong time. When the Kongs finally pass the abyss, they find themselves on a tall hill with a Kannon on the bottom of it. A wide gap with a Video Game Hero Coin above it is near the foe. The wind can help the heroes cross the abyss and land on a platform with another abyss right after it. The letter G is in this gap, which can be passed with the aid of the wind. An even wider pit follows. This time, the wind is an inconvenience to the Kongs, and they must use Barrel Cannons to cross. As they blast out of the barrels, which, as before, shoot them upwards, the wind pushes them around. They must wait for the correct time to shoot so that the wind puts them in the right place. A Zinger is on the other side of the abyss next to the End of Level Target, whose prizes include a Banana Bunch, a Banana Coin, or a Red Balloon. The Kongs can win a prize from it before leaving the level if they blast down from the last Barrel Cannon.
Enemies
Klampon, Click-Clack, Spiny, Kutlass, Neek, Kannon, Zinger
KONG Letters
"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.
Key Item
Cranky's Video Game Hero Coin: Right after the last Kannon is an abyss, and the Video Game Hero Coin is floating high above in the center. It cannot be reached from a normal jump, so the Kongs can either bounce off the Barrels fired by a nearby Kannon or Dixie can use her Ponytail Whirl move to reach the Video Game Hero Coin just before the gap.
BONUS AREAS
Find the Token!: Just before the No Animal Sign are two bananas that lead up to a Bonus Barrel. They Kongs can enter it with Rattly or by using team up. Their objective is to cross a large gap by bouncing on Flitters, and reach the end Kremkoin. The Bonus Area has a time limit of 10 seconds. If the Kongs hit an enemy or fall down the pit, they lose. A light gust also blows in the Bonus Area.
Collect the Stars! Shortly after the Star Barrel, the Kongs can find two Kutlass, each with a Chest. The Kongs must pick up the upper Chest on the hill and ram it into either Kutlass, revealing the kannonball. Diddy and Dixie must carefully carry it across two gaps, the first one is patrolled by two Zingers, then throw it into a kannon, which takes them to the Bonus Area. The Kongs' objective is to collect 65 stars under 40 seconds by blasting from an Arrow Barrel, and collect the resulting Kremkoin. There are no pitfalls in this Bonus Level.
4. Parrot Chute Panic, Gloomy Gulch
Parrot Chute Panic is the twenty-sixth level of Donkey Kong Country 2: Diddy's Kong Quest and the fourth level of Gloomy Gulch. It is the last Zinger hive level. There are a couple of Quawks in the level that Diddy Kong and Dixie Kong must use to descend the narrow pathways while avoiding several Zingers along the way. After reaching a point, Quawks drops both Kongs, and the next Quawks is found either shortly or directly afterward. Additionally, Squawks is used in both of the level's Bonus Areas. The ground portions are short, straightforward paths that sometimes have a Klampon or a Spiny walking around, and one path even has three Click-Clacks. The honey-coated ground from previous hive levels also appear during this part. Parrot Chute Panic's name is a play on "parrot" and "parachute," as a reference to Quawks being a parrot and by slowly taking the Kongs down the level like a parachute.
Layout
The level begins on a flat ledge with a gap ahead of it. A DK Barrel wobbles above the gap. If the heroes drop into the gap, they fall past many floating bananas and an alcove containing a Video Game Hero Coin, and then land on another flat surface with some honey splattered on it. The honey is sticky so the Kongs cannot walk through it easily. A Quawks waits for them in a small gap. Once they grab onto the parrot, they slowly descend through a small passage with a few Zingers in the center of it. At the bottom of the passage, the Quawks drops the Kongs, who then land on more honey. A crate lies next to the honey, followed by a Zinger floating in the air and a Klampon who marches along a flat pathway found in a slightly lower area. The crate can be used to break open a nearby wall. If they enter the opening in the wall once they do so, they enter a hidden area with many bananas that form the shape of the Rareware logo. After they travel through the exit of this area, they reach a thin passage that they must drop though to reach the letter K, many bananas, and a Banana Coin, and then land in an area located farther into the level.
A Quawks hovers in a gap near the Klampon to the left of the aforementioned wall. It can pull the heroes into a wider passage with more Zingers around it. Some of these wasp enemies are placed in the center of the passage, while others line the walls. Another letter K is between two of the Zingers in the center of the area. The Quawks soon drops them above a few Zingers that they must avoid. After a small spot of honey, a Zinger can be found. If the heroes drop into the gap next to it, they land in a lower section of the level, where there are two additional Klampons and a DK Barrel. A pair of Zingers surround the third Quawks, who is present nearby. The bird helps them travel through a narrow passage with more Zingers in it. As before, some of the foes line the walls, while others fly in the middle of the area. The primates come past a Banana Coin and some bananas as they descend.
The parrot soon carries them into a narrower passage, which is followed by a wide room with a few more Zinger in it. Two Spinies walk along some sticky honey at the bottom of the room. The letter O is next to them. On the opposite side of the area, a small gap can be found. If they drop into it, they land on a Quawks, who carries them farther down the level, where there are more Zingers. This time, the passage is narrower than usual. A platform can be found in the center of the area with one of the Zingers on it. A Banana Bunch can be found on the right side of the platform, but only a single banana is on the left side. After the heroes fly over a trio of Zingers at the small turn, they Quawks prepares to drop them. Once they let go, they fall past a few ledges and land next to the Star Barrel in a small gap.
A Quawks and a DK Barrel are in this gap. The Quawks carries them into a narrow passage, where they must maneuver around Zingers by flying from left to right in the area. The parrot soon drops them on a flat piece of land with a crate on it. Another Quawks is in the air near here over a gap. It can slowly lead the heroes down through the gap, which features some Zingers moving back a forth across the area. Once they pass three Zingers, the Quawks drops them onto a large, flat ledge with a Spiny on it. A gap is near here with the letter N by it. If the Kongs fall into the gap, they land in a slightly lower elevation, where they can find a Quawks in a small gap. This Animal Friend carries them through another narrow passage infested with dangerous Zingers, who are scattered all around. Three platforms are in the center of the area farther down. A trio of bananas are on the one side of the first two platforms, while Zingers wait to attack on the other sides. The third platform has collectibles all around it, although the right side has more valuable items by it.
After the heroes pass these platforms, they ride through narrow turns that have Zingers around them. Soon, the Quawks drops the Kongs past a Zinger and through a narrower passage. An area of land is under here with a Klampon and a DK Barrel on it. A small gap is to the left of here that leads down to a tight passage with three Click-Clacks in it. After dropping off of the ledge near the trio, the Kongs can find a small hill with a gap next to it. A Quawks waits here. This parrot guides the group deeper into the hive, where Zingers line the walls around a few sharp turns. After three turns, the bird drops the heroes into the claws of another Quawks. It pulls them past a small group of Zingers found along the walls and in the middle of the path. A wider area follows here with some Zingers flying back and forth. Another Zinger in this area also flies in a circular path, surrounding the letter G. After passing a few pairs of Zingers floating from left to right, the parrot leads them into a narrow passage and prepares to drop them onto a pile of sticky honey. Once they reach land, they can see the End of Level Target just ahead, rotating between a Banana, Banana Coin, Banana Bunch, and a Red Balloon. If the Kongs jump on the target from a hidden hook to the right, they can win one of these prizes.
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.
KONG Letters
"K": If you missed the Shortcut, you 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 AREAS
Find the Token!: Shortly after the start of the level, the Kongs encounter two Klampons, with a Quawks to the left. They must carefully navigate around several Zingers. Eventually the Kongs and Quawks enter a more spacious area, where they must quickly move left. The Kongs must drop from Quawks onto the small path and go in the Bonus Area entryway on the left. In the Bonus Area, Diddy and Dixie must ride Squawks and collect the Kremkoin at the top within 15 seconds. They must navigate around a few curves, with some bananas appearing along the trail, before finding the Kremkoin at the top. The Kongs exit out the Bonus Area from another small path, which has a No Animal Sign.
Destroy them All!: Just after the Kongs let go of the second Quawks past the Star Barrel, they must jump left and grab on a patch of honey on the wall. They must jump between a few honey patches to reach the Bonus Area entrance above. In the Bonus Area, the Kongs must grab onto another Squawks, who must defeat the eight Zingers by spitting coconuts at them. After defeating the seventh Zinger, the Kongs must pass the No Animal Sign, which releases a TNT Barrel. They must use the TNT Barrel to defeat the eighth and final Zinger. The Kremkoin then appears, and the Kongs must jump up a couple of steps to obtain it.
5. Web Woods, Gloomy Gulch
Web Woods is the twenty-seventh level of Donkey Kong Country 2: Diddy's Kong Quest. It is the fifth and final level of Gloomy Gulch. Web Woods takes place in a foggy forest, and Diddy and Dixie Kong are transformed into Squitter from a small room after the first portion. The Kongs have to go through a two-floored terrain with numerous Krunchas, Kutlasses, and Neeks. While transformed into Squitter, he has to cross over huge pitfalls, which he can only do by creating temporary web platforms. A lot of Zingers and Mini-Neckys appear above the large gaps, but the ground portions usually have Kaboings.
Layout
The level begins next to a few stair-like platforms that have Neeks on them. A DK Barrel is at the top of the stairs near a high piece of land. The Kongs can climb up to the piece of land to find a crate and a treasure chest containing an item. They also find a pair of Krunchas and a Kutlass here. Some raised land appears behind the area with the Kutlass, holding a Banana Coin. The letter K sits in front of it. If the Kongs do not choose to climb up to the raised area found after the DK Barrel, they can continue along the path to find two Kutlasses. After climbing up some platforms from here, the Kongs head along a pathway to a Neek. A lower area with a hill to the right of it is ahead. The Kongs must move around the hill by traveling along the path to the left, which leads them slightly closer to the foreground. A small ledge is shortly after this path that drops the heroes to another pathway with several Neeks on it. The path leads around the hill to a slightly raised piece of land with a Zinger on it. A Kaboom in a TNT Barrel rests next to the Zinger.
If the Kongs pass the Zinger, they can find a passage in the side of a wall that takes them into an area with an Animal Barrel in it, which transforms them into Squitter. A DK Barrel floats above the Animal Barrel. At this point, Squitter must enter another passage in the side of a wall. The passage takes him into an open area. A gap can be found at the beginning the area, with a Zinger and a Banana Bunch floating in it. Farther ahead, some raised land with a Zinger on it can be seen. A Kutlass waits for Squitter at the bottom of the hill. Using his webs to climb the hill allows Squitter to reach a pathway with several stairs on it. Kaboings bounce all the way up the stairs. An abyss can be found to the right of here with a few Zingers flying throughout it. Two Zingers guard a DK Barrel at the top of a hill that follows this gap, and a smaller abyss can be found after the hill. A Krook stands on a platform on the other side of the gap. Another gap follows the platform, along with another platform on the other side. There is an vertical arrangement of four Zingers above another abyss. Afterward, Squitter lands on the ground, and a green Kaboing bounces off a hill in the center; the DK Barrel and Star Barrel are located below the hill.
If Squitter continues, he reaches another wall of Zingers who float above a wide gap. If Squitter passes them and travels over the gap, he comes up to a few bananas and the letter O. Two more groups of Zingers also appear. A few more platforms are on the other side of the abyss. Soon, Squitter can find a larger abyss ahead of him. A Kloak stands on the platform on the opposite side of the gap. Two more gaps are ahead, with more platforms on the other sides of them. Kannons stand on the two platforms following the gaps. Another pit can be found after the second Kannon, and it has the letter N in it. Some stair-like structures are located on the other side of it, and Mini-Neckys swoop down as Squitter goes down the stairs. The Mini-Neckys continue to attack him as he cross a large gap nearby. A platform can be found on the other side of the abyss with a Kannon on it. More Zingers can be found floating in the gap. A hill is on the other side of the gap, and as soon Squitter drops down it, a Kaboing jumps at him from a hill in the background. A second hill can be found, and it has another Kaboing on it. A Kannon also shoots at Squitter as he progresses along this pathway. A small gap follows here, and once it is crossed, Squitter can find a No Animal Sign. If he crosses it, he is transformed back into the Kongs. The End of Level Target can be found nearby, and the Kongs can blast on it from a Barrel Cannon to win either a Banana, a Banana Bunch, a Banana Coin, or even a Video Game Hero Coin.
Enemies
Neek, Kutlass, Kruncha, Zinger, Kaboom, Kaboing, Krook, Mini-Necky, Kannon
KONG Letters
"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 fall.
"N": you 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 AREAS
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.
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 is 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!
6. Gloomy-Gulch, Gloomy Gulch
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 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 are launched. 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 destroy Krow forever!
The level takes place on a rigging level during a rainstorm. It features three floors, all of which have a platform on each side and one in the middle. They are each divided by a set of ropes that the Kongs must climb while avoiding eggs to reach a Barrel Cannon that blasts the Kongs to the top floor. The third and topmost floor reveals a nest.
For the battle, Kreepy Krow begins by having three ghost Mini-Neckies and one regular one swoop down and attack the Kongs. Defeating the regular Mini-Necky spawns a barrel. Kreepy Krow charges at the Kongs, and they must use the barrel to hit him. After doing so, Kreepy Krow flies up, and three hooks appear. The Kongs can use them to reach a set a ropes. Kreepy Krow attempts to drop eggs on the Kongs while they are climbing the ropes. To the left is a sail platform with a DK Barrel on it. There is a Barrel Cannon at the top of the ropes, which blasts the Kongs to the second floor. Kreepy Krow summons five ghost Mini-Neckies and one normal one, which swoop faster than the previous ones. Again, the Kongs must defeat the normal one to spawn a barrel and hit Kreepy Krow. More hooks appear, and the Kongs must climb up another set of ropes. This time, eggs are thrown at the Kongs from the sides as well as above, and at a faster rate. After reaching the Barrel Cannon, they are launched to the third floor, where they encounter Kreepy Krow again. He repeats his previous attack pattern, this time sending seven ghost Mini-Neckies in addition to the lone normal one, which attack even faster than the ones on the second floor. After hitting Kreepy Krow with one more barrel, he disintegrates, leaving behind a Kremkoin.