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Donkey Kong Country 2: Diddy Kongs Quest #26 - K. Rool's Keep
K. Rool's Keep - Walkthrough
Donkey Kong Country 2: Diddy Kongs Quest #26
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K. Rool's Keep
The "final" world of the main game. This is Kaptain K. Rools castle. With iceberg areas and mine shaft areas to go along with the castle. In the SNES version, there is no boss to this world.
- 1. Arctic Abyss
- 2. Windy Well
- 3. Castle Crush
- 4. Clapper's Cavern
- 5. Chain Link Chamber
- 6. Toxic Tower
- 7. Stronghold Showdown
1. Arctic Abyss, K. Rool's Keep
Layout
When they begin the level, the Kongs must plunge into the water and start swimming. They need to watch out for a few enemies as they go, and also have to squeeze through a tight space with some Puftups around. Soon, they will reach an Animal Barrel and turn into Enguarde. Enguarde must then continue along the path and defeat several foes, including the sneaky Shuries that can come shooting at the fish at any second. Later, the swordfish will have to swim north and avoid a few Puftups, then travel west. The water will go down here, so the fish must go quickly if he wants to find any special prizes. Once he goes the whole way west, he needs to go north and beat some Shuries. Then, he should swim west again and break the Star Barrel.
From there, Enguarde must swim in a U shape and avoid four Puftups, as well as three Shuries. Then, he should quickly dash east before the water rises, so he can obtain a few more special prizes on the way. After the fish makes it the whole way east, he needs to swim around another U shaped path, and avoid enemies. Eventually, he will have to make his way west and swim fast, before the water level decreases too much. Then, Enguarde must continue east between the cold ice, and defeat four Shuris swimming around him. Then, he needs to move on and beat some Puftups, until the water decreases again. He must trudge over the land if he is stuck, and travel south, where he will meet some Lockjaws. When they are defeated, the swordfish should cross the No Animal Sign, and finally turn back into the Kongs. Diddy and Dixie must jump onto the End of Level Target and exit the stage. End prizes include a banana, a Banana Bunch, Banana Coin, or a Red Balloon.
Enemies
Kaboom, Puftup, Flotsam, Lockjaw, Shuri
KONG Letters
"K": Along with the first DK Barrel, the "K" is guarded from below by a single Kaboom, so use caution in collecting this letter as you Cartwheel Jump or Helicopter Spin from the starting point to his position.
"O": Be sure to take out the two Orange Shuris first!
"N": Clear out the first three Pink Shuris past the Continue Barrel, position Enguarde slightly above the ground ahead, and execute a Super Dash. If your aim is true, you will collect the Hero Coin automatically, reach the letter "N", and knock out the Pink Shuri above it. Just watch out for a second Pink Shuri right beneath you when you hit the wall!
p>"G": When you are blocked by the stationary Puftup beyond an icy platform with a Banana Bunch on it, Super Dash right through him as well as any unlucky Shuris who get in your way. Dart back to the right as fast as you can to avoid any Shuris left over from your charge, and swim straight up as soon as you can. There's the letter! If you want to play it safe, get rid of the four Orange Shuris prior to searching for the "G."DK COIN
A little while after the Star Barrel, Enguarde begins traveling east. The water decrease here, so he must use his special ability to shoot at a fast speed, and slide to a large platform. Unless the water sank too much for him to get up here, the swordfish should find the Video Game Hero Coin right up ahead.
ENGUARDE BARREL: Blocks the way onward.
BONUS AREAS
Collect the Stars!: After the water rises a little and Enguarde sees the first Lockjaw of the level, he should swim upwards. He should see a wall with two bananas next to it. Using his special ability, the swordfish must blast into the wall and create a small opening, which he should swim into. It will take him to a Bonus Level, where he must swim down the path and collect 100 stars. The water level will decrease, so he must collect the stars fast, or it will pull him away from them. If he obtained enough of the objects by the end, he can grab the Kremkoin.
Find the Token!: Once Enguarde passes the last two Puftups in the level, he should swim through the small gap nearby and travel to the right. He will go through the wall and cross a No Animal Sign, which will turn him back into the Kongs. Then, they must enter the entryway farther on, and enter the Bonus Level. Here, they have to run down the path and simply throw a treasure chest at a few Zingers. When the chest finally breaks, the Kremkoin is revealed.
2. Windy Well, K. Rool's Keep
Layout
When they start the level, the heroes must cross a few gaps and try not to fall off the small platforms between them, as the Click-Clacks on them can be quite an obstacles. Soon, they monkeys must jump up and be lifted upwards by the strong winds. When they get on the platform above, the heroes must ascend again and sneak between some Zingers to get to another platform. Here, they will have to dodge a Kutlass and cross a gap. They get to a hook, which must be hopped off of for the wind to pick them up again.
The Kongs must travel around many Zingers as they come up to the next platform, where they must then jump between several Zingers without being pulled into them by the winds. The group must make their way east, and jump off of a hook to journey even higher. When they avoid all the Zingers and get to the next platform, they will need to jump up again and travel higher. This time, they will meet only a few Zingers, although they will encounter a Krook, too, and he can be a big hazard if they are not careful.
At the platform above this foe, the Kongs must ascend to a barrel and shoot up to a few more platforms. The monkeys' time on solid ground won't last long through, because they will have to jump yet again and wind travel to another platform. They will have to go west from here, however, there is a large wall of three Zingers blocking their path. So, they should carefully float under these foes with the wind, and get to the next platform. Jumping here will cause the wind to pick them up again, and drag them to an area cluttered with all kinds of Zingers. Once these foes are all passed, the monkeys will land on a platform with the Star Barrel on it.
Halfway through the level, the Kongs must climb up a few more platforms and watch out for a couple of Krooks. Soon, they have to journey east, although there are several Zingers in the way. They must jump between the foes as they move back and fourth. This would normally be easily, however, the wind will pull the heroes up to the top Zinger, so it can be tricky. Once passed this area, the heroes must jump up again to get to glide up to another platform. Several prizes float above them at this point, but they shouldn't get them, and instead travel west, where they will have to cling onto some hooks, then jump off. The wind will pick them up and take them to a higher floor. When they travel upwards, though, they must be careful, as there are Krooks hanging around on the sides. The heroes must try to avoid the hooks thrown at them, and shortly after get to the platform above. Here, they should follow the banana trail to another platform, and then jump at this point to be lifted up by the wind again.
As the Kongs ascend, they encounter many Zingers flying all around. They need to use their skills to get away from the wasps, and then land on a small platform. Right after landing on it, though, they should hop again and by pulled higher. They will have to make their way to the platform in the far corner of the area then, and hop west. The wind will pick them up, by not pull them too high. Instead, it will keep them at a certain level, as the heroes slide under the nearby group of Zingers. After passing these foes, they must make a turn in direction, and ascend north. As they go, they will need to watch out for several Zingers and finally make it back up to land. But, they have to jump again here, and travel higher into the mine shaft. Four Krooks will be throwing their weapons at the Kongs as they float upwards, followed by a swarm of Zingers that must be avoided at all cost. Finally, though, Diddy Kong and Dixie Kong will make it to the highest platform, where they must walk east and cross a small gap. The End of Level Target is nearby, with prizes including a Banana Coin, Banana Bunch, or the letter G.
Enemies
Click-Clack, Zinger, Kutlass, Kannon, Krook, Kruncha, Spiny, Klobber
WARNING: At certain points, the wind will float you upward, so use the Control Pad to steer Left and Right to move in either direction, Up to rise faster, and Down to slow down. When you enter a select area, you will fall back down to the floor and move like you normally do.
KONG Letters
"K": In the first pitfall, directly above an Arrow Barrel. Use this to shoot back into the fray, but watch out for Click-Clack as you land on his catwalk!
"O": Hold Down while flying through this to avoid getting stung by the twin Zingers protecting it.
"N": If you lack a partner, jump up and use the wind to get this, but be careful evading the Zingers. If you have a partner, you can throw him/her straight up to it without getting caught in the gusts. Massively useful to know.
"G": On the Exit Target. Leap right from the Hook next to the "No Squawks" Sign to start floating. Float above the target and drop down at the right time to grab this letter. Glide above the prize itself to plunge downward, falling to the left to hit the target. If you are unsure where or when you will land, fall to the right, then Cartwheel Jump or Helicopter Spin back to the catwalk with the Hook and try again.
DK COIN
Once you get the "N" and sneak past the twin Krooks after it, jump right and hold Down as you swoop under three Zingers and bag the Hero Coin. If you soar through the catwalk without the Hero Coin, run left and leap off the edge and slowly glide left until you fall back down into position again. Now you can retry.
BONUS AREAS
Once past the first Krook, harness the wind to glide under the first Zinger you see afterwards and reach the catwalk where the Bonus Barrel is positioned. TO COMPLETE: Follow the Bananas to the Hook, then you need to squash every Flitter in sight. When finished, fall through another line of Bananas and onto the Kremkoin!
Right before the Exit Target, lure the Yellow Klobber away from the Bonus Barrel, stun him, and use him to destroy Kutlass. Now charge on into the Bonus Barrel! TO COMPLETE: Careful flying with Squawks is necessary for completion of this Bonus. When the Stars have been harvested, the Kremkoin will appear on the right boardwalk.
3. Castle Crush, K. Rool's Keep
Castle Crush is the thirtieth level of Donkey Kong Country 2: Diddy's Kong Quest and the third level of K. Rool's Keep. In the Game Boy Advance version, it switched positions with Windy Well on the world map, becoming the second level of K. Rool's Keep and the twenty-ninth level overall. Castle Crush is one of the two levels to not have an identically-named counterpart in Donkey Kong Land 2, as it was replaced by Dungeon Danger. Castle Crush is the first castle level, and it uniquely features a rising floor. As it rises, Diddy Kong and Dixie Kong have to avoid being squished by ceilings and dodge enemies along the way. Two Animal Friends appear in Castle Crush, both appearing in their Animal Barrel outside of the main path. There is Rambi, whose Animal Barrel can be found picking up the first DK Barrel in the level, defeating a nearby Kutlass with it on the left, and continuing left to the Animal Barrel. The other Animal Friend is Squawks, whose Animal Barrel is hidden behind a wall located left of a DK Barrel. Squawks can quickly fly through the level rather than wait for the rising floor.
Layout
The Kongs begin the level on a flat pathway surrounded by walls. Soon, a separate structure rises and lifts them off the ground, leading them up to a large group of bananas. As they are lifted higher, a Neek and a Spiny emerge from nearby alcoves to attack. A DK Barrel is located to the left of them on the other side of the wall as they encounter these foes. When the floor rises high enough, the wall blocking them from the barrel ends, allowing them to reach the barrel, which they can use to defeat a Kutlass in a narrow passage higher up. A passage is located to the left of the Kutlass, and an alternate path is to the right of it. The path on the left contains an Animal Barrel, and if the heroes enter it, they are turned into Rambi. A Krook stands near the path on the right and tries to hit the Kongs with its hooks as they come by. However, the foe is soon crushed into the ceiling from the rising floor. Once the floor rises higher, the two pathways join together and the heroes are lifted into a single passage that contains a Neek, and later, a Kruncha. After the heroes pass this enemy, they are lifted into a wide, open room with Spinies on both sides of it.
A few structures are above the foes, and a collectible is inside of the gaps between each of the structures. The letter K is against the wall to the right, while a Banana Bunch is in the gap farther to the left of it. A lone banana is in the gap to the left of here, while a Banana Coin is on the edge of the room near the wall. Once the primates are raised past the structures, they make their way up a wide passage; as they head up, Klampons drop out of nearby alcoves to attack them. Eventually, they are lifted towards an alcove that contains a Banana Bunch. The heroes can find a Krook farther above here that is separated by a wall. After the floor raises them higher, the wall ends, allowing them to reach the Krook. Zingers are above this area, and once they are passed, the heroes reach an alcove that contains a Banana Coin on a platform. The floor then leads them up through a passage with a few alcoves on the sides of it, which Spinies drop out of to attack the Kongs. If they manage to pass these foes, they are raised to a ledge with a group of bananas that form an arrow pointing to a wall, which Rambi can break open to reach a Bonus Level. Once they are lifted past these bananas, they encounter a Klampon, who marches near an alcove in the wall that contains six bananas.
After they pass the bananas and travel higher, they come up to a No Animal Sign that makes Rambi disappear when passed. The duo is also given a Banana Bunch if they lead the Animal Friend to the sign. The primates are soon lifted into a wide room that they must travel east through to find a passage on the other side of it. As they try to reach the opposite end of the room, a Spiny and a Klampon get in their way. Once they make it into the next passage, they come past a narrow alcove containing three bananas and then a Blast Barrel that can blast them to another Blast Barrel, which can then send them onto a high ledge with a Spiny on it far above the rising floor. If the heroes drop down this ledge, they reach a safe area containing the letter O and a Banana Bunch. At this point in the level, they can still not progress without the rising floor, so they must wait for it. Soon, the floor raises them to a room with a passage on the far end of it. They must quickly run across this room to reach the passage, while fighting off five Spinies that try to get in their way. If they reach the passage on the other side of the room, they are lifted into a large room with the level's Star Barrel in it.
If the heroes travel farther upwards from here, they can find an area that contains a DK Barrel, a Zinger, and an alcove with some bananas in it. If they run through the wall to the left of here, they can find a hidden area with an Animal Barrel in it, which can turn the primates into Squawks if they enter it. An alternate path is above the Animal Friend that leads him past a trio of Krooks. If the primates do not take this secret passage, they must instead head up through a wider passage with the three aforementioned Krooks along the side of it. The foes are soon smashed by the rising floor, which leads the heroes to the meeting point of this path and the hidden path. If they continue to rise from here, they come up to several Zingers that travel back and forth in a horizontal path. A passage leading to the east is at the top of this area, and more passages leading north and south branch from it. With Squawks, they are able to take the passage to the south if the floor has not risen too much. This passage leads to the hidden Video Game Hero Coin and many bananas. There are north passages to the north from here, and the one in the far right end of the area contains the letter N. The other passage contains a Zinger, who can be defeated with Squawks's nut projectiles.
After they head through one of the passages, they can journey to the left to find a No Animal Sign. If they pass it with Squawks, the Animal Friend disappears and a TNT Barrel appears next to them as a prize for leading him to the sign. They can use the barrel to bust open a wall in a nearby alcove, which contains a group of bananas that form together to create the shape of an arrow pointing towards the wall. If they walk into the wall after breaking it open, they are led to a Bonus Level. If the play the bonus, they are led to an alcove located farther above here when they exit the bonus. A Klampon walks along a path to the right of this alcove. On the other side of the area, the heroes can find a passage that they can be raised through by the floor to reach a wider passage to the west with a Klampon and a Spiny in it. If they manage to reach the passage on the opposite side of this room, they are lifted up a long room with several alcoves on the sides of it. Klampons and Spinies emerge from these alcoves and try to drop down on the Kongs. Once they pass all of the enemy-filled alcoves, they make their way up to a wider room full of Mini-Neckys that swoop down at them as they progress. If they continue to rise from here, they soon make their way to a few Zingers that move in a circular pattern. As they rise through this area, they can notice a DK Barrel on the other side of a wall, which ends when the floor reaches a higher elevation. Once the heroes have access to the barrel, they are raised to an alcove that contains a Kruncha and the letter G.
Another alcove is to the right of here with six bananas in it. The primates are soon raised high into a narrower passage with two Krooks in long, thin spaces on the sides of it. They must dodge their hook projectiles, until the foes are soon crushed by the rising floor. Farther above this area, the duo can find a pathway leading them to the east past a trio of Spinies. In a wider room higher from here, they can find four Zingers that move in circular paths and orbit bananas. Once they pass the foes, they access a wide room with another passage on the opposite side of it. There are two Klampons with a Spiny between them in this area that the Kongs must pass as they head through the room. Once they reach the passage, they are led into a higher room with a barrel at the end of it. There are two passages at the top of the room, but one, which contains a Banana Coin and a Banana Bunch, is blocked off by a Zinger, who can only be defeated with the nearby barrel. The opposite passage leads simply to a trio of bananas. Either one of the passages can be used to reach a room that contains an End of Level Target. If they hit this target, they complete the level. Additionally, they can hit the target from a high platform to win a prize from it.
Enemies
Neek, Spiny, Kutlass, Kruncha, Klampons, Krook, Zinger, Mini-Necky
WARNING: The floor rises in this stage, and will smoosh anyone, bad guy or good guy, caught between it and the ceiling! If a Zinger is hit by this floor from below, that'll be the last of him!
KONG Letters
"K": Not long after you find the first Pink Kruncha, head as far right as you can, but watch out for double Spiny resistance as the floor climbs higher! If you are as far right as you can go, the elevating floor will not crush you while you are waiting to nab the "K" above you.
"O": Once shot out of the Auto-Fire Barrel, get rid of Spiny, run right, and drop back down, feeling along the left wall, and get your letter before the floor rises too high and covers it up.
"N": When you get Squawks, fly high and then right until you see a lower gap marked by a Banana Bunch. Scarf this up, dive down the left shaft below, and zoom right at the bottom to claim the Hero Coin. Now fly up and back on track again before the flattening floor can catch up. From where you got the Hero Coin, flap rapidly up the right-hand shaft to find the third KONG Letter.
"G": Tucked into an alcove after you locate the third and last DK Barrel, which you must use on the Pink Kruncha ahead. Can you get the letter without being crushed by him (not to mention the floor)?
DK COIN
After the Kongs transform into Squawks, he must fly upward and pass some Krooks and Zingers. After passing these enemies, Squawks must go right and then flap down below into a passage, where the Video Game Hero Coin is located.
RAMBI BARREL: Smash the level's only Kutlass with the DK Barrel, then go left to find Rambi. You cannot get Bonus Area 1 without him.
SQUAWKS BARREL: Right after the first Zinger past the Star Barrel, jump through the left wall with a lone Banana in it. Squawks is to your left as you enter the secret passage. Without Squawks, it is impossible to open up the last Bonus Area doorway.
BONUS AREAS
At the first Banana arrow formation, use a Super Charge to crack open the doorway leading to the Bonus Area before the floor takes you too far upward. TO COMPLETE: Take out all six Zingers without getting spiked to earn the Kremkoin at the top of the chamber.
Get the TNT Barrel from Squawks and blast open the left wall marked by an arrow of Bananas. TO COMPLETE: As the floor rises, scurry around to below the narrow shafts to avoid being flattened, and your Kremkoin will be at the summit. If you do not know where to go, follow the Bananas.
4. Clapper's Cavern, K. Rool's Keep
Clapper's Cavern is the thirty-first level of Donkey Kong Country 2: Diddy's Kong Quest, as well as the fourth level of K. Rool's Keep, though the Game Boy Advance version features it as the third level, making it the thirtieth level in that version. Clapper's Cavern takes place in an icy cavern, though shares some similarities with Slime Climb in that the water rises, and a Snapjaw is chasing after Diddy and Dixie Kong for most of the level Because the Kongs cannot safely enter the water, they must rely on Clapper's assistance by jumping on its back to temporarily freeze the water and safely go across. In various parts of the level, the Kongs need to gain momentum on the ice and then crouch to slide beneath the Zingers, whether it is for collecting items or progressing. Midway through the level, the Kongs can swim through a section without being followed by Snapjaw, and the start of this section has an animal crate containing Enguarde.
Layout
At the start of the level, the Kongs must continue right, and can find Clapper along the way. They then need to jump on him to make him cool down the water. Once it is frozen, they can walk on it, avoiding the Snapjaw below them. Quickly, the two monkeys must run across the ice, jumping over Zingers, before it warms up and becomes a liquid. Once back on land, the Kongs must avoid a few enemies and jump on another Clapper, who freezes the water again. As they run across the ice again, there will be a few Neeks and some Zingers to jump over. Afterward, the heroes must walk into the nearby barrel that shoots them up to a higher part of the level. From there, the apes need to travel west and jump across two small gaps, then jump on the third Clapper to cool the water down.
At that point, they must jump over a group of two Zingers and also slide under another Zinger. There is a barrel that the Kongs must go in. It shoots them up to an even higher area of the level, where the Snapjaw will stop pursuing the Kongs, and the Kongs can get on Enguarde, the Animal Friend. With the swordfish, they should ride north through a wide crevice and shortly after, pass a No Animal Sign sign, making them lose their Animal Friend and exit the water alone. Diddy and Dixie then need to jump across a rather small gap and break the Star Barrel.
Halfway through the level, another Snapjaw will make an appearance, requiring the Kongs to jump on a Clapper, and run across the ice again. There, they have to fight or avoid many enemies, such as Neeks and Zingers. Once they reach land, they need to carefully avoid some enemies and hop on the chains to reach the highest part of the level. Here, the group must jump across a gap and land on a Clapper, freezing the water yet again. When running across the solid ice, Diddy and Dixie need to avoid some enemies and even slide under three Zingers, then quickly jump on another Clapper. Still on the ice, they must jump over or slide under many Zingers until they reach the End of Level Target, whose prizes include a banana, a Banana Bunch, or a Banana Coin.
Enemies
Snapjaw, Spiny, Klampon, Kruncha, Neek, Click-Clack, Zinger, Flotsam, Shuri, Puftup, Flitter
KONG Letters
"K": Get it after coming out of Bonus Area 1 (it is way safer). Press B, as the Bananas direct you, to Team Throw Jump up to a Hook. To the right, you will find the Hero Coin as well. If you go the normal route for the "K," you can be sure you will have to leap over a Zinger. If you go under the Zinger, just Team Throw Attack the first Blue Kruncha and Helicopter Spin back to the left. As soon as you grab the "K," head back to the right while still spinning to keep from being skewered.
"O": With a careful jump over the double Zingers, this shouldn't be too much trouble unless you are an amateur jumper.
"N": Jump over the Pink Kruncha and wait for him to go away before sliding under the Zinger ahead.
"G": When you see it just above the last vertical passage, employ a masterful Helicopter Spin to it and then back onto the main path. If Diddy tries to get this letter, he will most likely get eaten by Snapjaw, so avoid this letter unless you have Dixie with you.
DK COIN
Immediately after finishing the first Bonus Area, the Kongs must use Team-up to reach an off-screen hook above the letter K. The Kongs can then jump from the hook to obtain the Video Game Hero Coin. Alternatively, after passing the letter K floating above a Zinger, the Kongs can stand on the following platform with a Kruncha and use Team-up at an opening above them. By aiming to the left, the Kongs can land on a ledge and continue left to the dead-end where the first Bonus Area spawns them.
ENGUARDE CRATE: When the level is flooded and Snapjaw is scared away, swim right to find Enguarde on the normal path.
CLAPPER: Turns water to ice temporarily, protecting you from Snapjaw. When you are running on the ice and suddenly duck down, you can use your momentum to slide under pesky Zingers. Diddy excels at this, as his quick-to-start Cartwheel move gives him a lot of speed on the frozen waters. Dixie's Spin Attack is not effective from a speed standpoint, but her Helicopter Spin can more easily sail over obstacles than Diddy can. The rule of thumb is: use Diddy to glide under enemies, and use Dixie to glide over enemies. When you are on the ice itself, NEVER use Team Throw Attacks, as this makes it harder to make it to the other side before the ice turns back into water again.
BONUS AREAS
At the start, Team Throw to a Hook high above you. Now jump to the right and whack away four Spinys and a Klampon before entering the doorway all the way on the right end of the passage. TO COMPLETE: Find the Kremkoin without sliding off the platforms, as this will waste time.
At the main upper passage above the triple Shuris, take Enguarde down the left path all the way to the only moving Puftup, who is guarding the ceiling with a single Banana on the right side and a Banana Coin on the left. Spear him to dispose of him, drift into his upper alcove, and Super Dash through the right wall. TO COMPLETE: Get Enguarde to the right end of the passage for a Kremkoin, but do so before the water level drops too far!
5. Chain Link Chamber, K. Rool's Keep
Chain Link Chamber is the thirty-second level of Donkey Kong Country 2: Diddy's Kong Quest. It is the fifth level of K. Rool's Keep. It takes place inside a castle, just like Castle Crush and Toxic Tower. This level involves Diddy and Dixie Kong climbing up a series of chains, often paired together in the shape of a grid. Chain Link Chamber is the only castle level that does not have any stage hazards requiring the Kongs to quickly progress through the level. The level also features a handful of enemies: Zingers are the main and most common enemy, and are found flying around the chains throughout. There are also Klingers, who climb and slide down the chains, a few Krooks who toss their hook at Kongs from a distance, and some dark and yellow Klobbers who try ramming into the Kongs as they climb up the level. Depending on the route that they take, Diddy and Dixie may also encounter Mini-Neckys, who also try swooping into them.
Layout
From the start of the level, the monkeys must climb across a few chains. There are a few Klingers sliding along these chains, though, and they must be avoided at all costs. After this, the Kongs must climb up a longer rope and enter a large chamber of chains. Once they maneuver around the area and avoid all the Klingers lurking about, they have to jump up many chains in the northeast part of the area and dodge several Zingers in their way. Then, the Kongs will have to climb straight up one long rope, while avoiding Krooks hiding in the alcoves nearby, who will throw their sharp hooks at them. Soon, the monkeys will come up to a fork-in-the-road. They can go either left or right, although both sides take them to the same exact point. On the east side, they have to shoot up the area through a few barrels, while on the west side, they must climb up several chains and avoid some Zingers. After choosing a path and completing the obstacles, the heroes must climb up another long chain and enter a large area where they will encounter several Zingers. They will have to move around the foes and continue upwards, only to meet even more Zingers. They Kongs must dodge them all and find the Star Barrel in an alcove to the left.
From that point, the monkeys must keep going up the chains and watch out for Klobbers charging at them. After that, there is another fork-in-the-road that the Kongs must get through. They can go to the left route, where they will have to climb up a long chain and avoid some Mini-Neckys, or they may take the right route, where they must jump up some chains and also avoid a pair of Zingers. Once they get through this part, they should continue upwards and enter another chamber filed with pesky Zingers. After they maneuver around all the enemies, the must climb up two chains. As they climb up, there will be two Kannons shooting at them. They will have to move back and forth to each chain to dodge the falling kannonballs. Once at the top of this chain, the Kongs must climb up some more chains and soon have to face their biggest challenge yet. Eventually, the monkeys will find a pair of Zingers chasing them, and they have to hop up many chains as fast as they can. Soon, they will get to the top of this chain, and have to hop down another chain, still having a couple of Zingers chasing them. The heroes must continue through the level with the foes on their tails for a while longer, until they finally begin to climb a separate rope. When they climb this, Mini-Neckys will be swooping down at them, so they have to act fast. Soon, the group will climb up one of the last chains and watch out for the life sucking Klobber hidden in an alcove. At the top of this chain, they can find the End of Level Target, which rotates between a banana, Banana Bunch, or a Banana Coin for a prize.
Enemies
Klinger, Zinger, Krook, Klobber, Kutlass, Mini-Necky, Kannon
KONG Letters
"K": There are two methods for retrieving this letter, depending on which Kong you've selected. Diddy Method: climb left past the Klingers and dart down the first long chain until you see the "K" on your left. Dixie Method: use a well-timed Helicopter Spin to sneak underneath the Klingers and grab the long chain at the bottom. Go get the "K" and carefully get back on the chain.
"O": At the top of either the left shaft of Hooks or the right shaft with a Rotatable Barrel sequence. Both of these shafts come right after the second DK Barrel (you also get dumped here upon leaving Bonus Area 1). Just do not get stung by Zinger when grabbing the "O!"
"N": When you pass the second Zinger swarm (the first past the Continue Barrel and the first flock of Mini-Neckys), climb the twin chains as you dodge the falling Kannonballs and leap through the wall to the right of the lone Banana between the chains to find not only the "N," but also the Hero Coin farther to the right in another secret nook.
"G": In a crevice up and to the right of the Exit Target. Be sure to evade the final Black Klobber on your way up to the Exit Target!
DK COIN
Shortly after the Star Barrel, the Kongs must climb up a pair of two ropes, with two Kannons firing down at them from above. While climbing a rope, the Kongs notice a lone banana. They must jump directly to the right through the wall and go onward to find the Video Game Hero Coin.
BONUS AREAS
Stomp the second and third Krooks after passing them up, then climb back up to where the top Krook was. Run left, trick the Yellow Klobber into charging into oblivion, and take his Kannonball all the way to the right, where the middle Krook parked himself. The Bonus Kannon is all the way to the right in a secret passage. TO COMPLETE: Without Dixie's famed Helicopter Spin, you are in a lot of trouble in this Bonus Area, as you must vault over every Zinger to reach the Kremkoin prize. Can Diddy get this Kremkoin? Yes, if he is very, very, VERY careful.
After reaching the top of the twin chains I showed in "N", zoom to the right, then up another vertical chain. Go through the left wall, where the pair of Kannons are firing downward, standing next to the Bonus Area doorway to their left. With a careful Cartwheel or Spin Attack, take out the dreaded duo and charge through the doorway. TO COMPLETE: Let the Bananas guide you through the Rotatable Barrel chain until you land in the final Rotatable Barrel. Once inside, fire up and over to the Kremkoin just before the Barrel Cannon slides too far to the right.
6. Toxic Tower, K. Rool's Keep
Toxic Tower is the thirty-third level of Donkey Kong Country 2: Diddy's Kong Quest and the sixth and final level of K. Rool's Keep. It features rising toxic waste (similar to the rising water in Slime Climb) that Diddy and Dixie Kong must avoid by quickly climbing up the level, as an Animal Friend. The Kongs are required to transform into one of three Animal Friends via their Animal Barrel to progress, with each Animal Friend having the ability to surpass certain obstacles or reach higher areas that the Kongs are unable to by themselves. The Rattly Barrel is found at the beginning of the stage, and Rattly's jumping abilities are required to reach higher platforms as he bounces away from the toxic waste. Some Zingers have to be jumped on to reach higher platforms or cross gaps. The Squawks Barrel appears right before the Star Barrel, and Squawks can go up through the narrow pathways and avoid Zingers along the way. The Squitter Barrel is located shortly before the level end, and as Squitter, he must pass the last brief segment before the level exit, or even access a Bonus Area.
Layout
At the beginning of the level, the Kongs find themselves on a flat piece of ground with a DK Barrel above them. Some ledges are ahead with a pair of Klampons marching down them. As the heroes climb the ledges, a toxic, green liquid begins to rise, and it does not stop rising until the end of the level. At the top of the ledges, the Kongs can find an Animal Barrel containing Rattly; if they enter this barrel, they are transformed into the Animal Friend, who must use his jumping abilities to progress on a nearby ledge. Three platforms float to the left of this ledge that the rattlesnake can travel along to pass over the green liquid. A few Kaboings bounce down the platforms, which are followed by a large ledge that Rattly must climb to find another platform above him. A pit followes this platform, but he can cross it by bouncing off of a pair of Zingers that float in it. Once he crosses the pit, he lands on a solid ledge with another Zinger ahead of it. An additional ledge is located across this ledge on the leftmost side of the room, and it holds three Banana Bunches. Rattly can optionally jump to this ledge or continue over a pit with the previously-mentioned Zinger to access an area full of small platforms and the letter K.
Once Rattly reaches the highest platform in the rightmost part of this area, he can find some Zingers to his left that he must bounce on to cross a pit and reach a solid ledge positioned under several thin platforms. After reaching the platforms, he must travel along them to discover a Zinger above a small gap that he can jump through to find a hidden area with the level's Video Game Hero Coin. If Rattly continues past the Zinger, he can find some more thin platforms above him that he can jump to in order to progress. As he heads along the platforms, a nearby Kannon shoots barrels at him. The Kannon blocks a small alcove at the end of the area that holds a DK Barrel. If Rattly jumps to the ledge above the barrel, he can find a small platform above him. Three Zingers fly from left to right over a pit to the right of this platform, and Rattly must bounce on them to safely cross the pit and land on a solid ledge to the right of them.
If he jumps onto another piece of ground above here, he can find a Zinger guarding a small passage above him. On the other side of the passage, he can find a group of six bananas to his right and another passage being guarded by a Zinger to his left. After jumping through the passage and heading east, the rattlesnake can discover a ledge above him that he can jump to in order to find a raised piece of ground with some Zingers around it. There are two sets of these Zingers; one set is to the left of the raised ground, and the other is to the right of it. A Banana Coin sits in the left corner of this area near the raised piece of ground. In order to progress, Rattly must bounce on the Zingers above the raised ground. If he bounces along the Zingers to the right of the platform, he comes up to the letter O, but if he bounces on the Zingers to the left, he finds nothing. After jumping off of the Zingers to reach a higher platform, Rattly approaches a Blast Barrel that can blast him into an Animal Barrel that contains Squawks. When he lands in the barrel, he is transformed into the parrot, who can head north to find the level's Star Barrel.
An alcove holding four bananas is located to the left of the barrel, as well as a curvy pathway that is infested with Zingers. As Squawks travels past the many Zingers, he comes past a few alcoves that contain some bananas. After the second of these banana-filled alcoves is passed, the parrot comes up to a Zinger with a DK Barrel immediately after it. Another Zinger ahead of here blocks Squawks's path, but he can defeat it with his nut projectiles. Once the bird travels up this path, can finds a passage to the left that is full of alcoves with Kaboings in them. An additional alcove is in the top of the passage with some bananas in it. After Squawks makes his way through this area, he finds a path to the north that contains a Zinger. If he continues from here, he reaches a yellow Zinger in an alcove and a red Zinger that moves from left to right. He cannot defeat the red Zinger, so he must instead maneuver around it as it moves back and forth. After passing the foe, he approaches a wide area full of yellow and red Zingers that move in a circle around the area. Two alcoves are on the sides of the room, and the alcove to the right contains the letter N. If Squawks heads north from the circle of Zingers, he heads up a narrow passage with a alcove containing some bananas.
At the top of the path, the parrot can discover a long, wide room with two gaps that are guarded by Zingers at the top of it. After Squawks makes his way on the other side of the gaps, he can find another room with a gap at the top of it, followed by another with two gaps at the top of it. Each gap is guarded by a red or yellow Zinger. After passing through one of the gaps in the third room, Squawks approaches a narrow passage that is guarded by another red Zinger. Once he passes the foe, he comes through a winding passage. On his way through, a Zinger stands in his way, which he can defeat with his nut-shooting power. After passing this foe, he comes over a small alcove with some bananas in it and a continuing part of the pathway that is soon blocked off by an additional two Zingers. Once he passes the wasps, he flies over a second alcove full of bananas. To the north of the alcove, he can find a small passage that is blocked off by three Zingers that he can shoot nuts at to defeat. On the other side of the Zingers, he can find another alcove full of bananas and a pathway taking him up to an area full of Zingers that move in and out of several smaller alcoves. The last of the alcoves, which is bigger than all the others, contains the letter G.
If Squawks heads north from here, he comes up an Animal Barrel containing Squitter. The barrel blocks his path into the next room, so he cannot access the room without first entering the Animal Barrel, which turns him into Squitter upon being entered. In order to avoid the rising liquid, Squitter must build his web platforms to climb the tall room. As he climbs, he comes up to a pair of Zingers, one of which that guards a banana and the way into a Bonus Level, and another that holds a photograph in the Game Boy Advance version of the game. Once Squitter accesses the top-left part of the room, he can discover a ledge that supports a Blast Barrel, which is able to blast him to another Blast Barrel. This barrel then shoots him into a No Animal Sign, which turns him back into Diddy and Dixie Kong and makes a Life Balloon appear when passed. If the two friends travel ahead of here, they can find a climbable chain hanging over an alcove that contains some bananas. A solid piece of ground with an End of Level Target sitting on it is located on the right side of the chain. Its prizes are either a banana, Banana Bunch, or a Banana Coin
Enemies
Klampon, Kaboing, Zinger, Kannon
WARNING!!!: do not touch the green sea flooding the level or you will be in big trouble. It is possible to get out of the ooze at some spots, in case you do fall into it. At the start of the level, leap up to the level's first step to cause the dangerous liquid to start creeping upward. If you come out of the Continue Barrel, fly to the right to start the fiendish flood again. When you pass the "No Squitter" Sign and see the oozy nastiness surge upward, do not worry — the liquid will stop flowing just below the "No Squitter" Sign, and can be drained away a little by heading to the right of the Exit Target.
KONG Letters
"K": Squash the third Yellow Zinger to land on the first platform with a lonely little Banana. From here, jump up and right until you snatch up the "K". Once you get the letter, do not get distracted and just keep springing upward through the level.
"O": At the two-way Zinger staircase, have Rattly jump on the third Zinger of the right path.
"N": When you see four rotating Zingers (two Yellow, two Red), bean the two Yellow Zingers with eggs to make it easier to nab the "N" on the right side of the chamber.
"G": From the level's final Red Zinger (who has a vertical two-Banana line above him), eliminate six stationary Zingers in a row, then flap up and to the left to face the last four moving Yellow Zingers in the level. Destroy them to safely get your letter.
DK COIN
When you see a single Zinger blocking one of the narrow shafts, crush him and fall against the right wall to your Coin, using the Arrow Barrel to shoot back up ahead of the hazardous liquid.
BONUS AREA
Take your web-slinging spider and climb up the giant chamber with one last Yellow Zinger guarding the Bonus Barrel, which is behind the right wall. Blow away the Zinger, run through the wall, and enter the Bonus Barrel before the ooze gets to you first. TO COMPLETE: With angled platform webs, lead Squitter to the top for a Kremkoin!
he second Auto-Fire Barrel. Three total Barrels will destroy Krow forever!7. Stronghold Showdown, K. Rool's Keep
Stronghold Showdown is the last level of K. Rool's Keep in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. It is a straight path inside a castle with no enemies. There are two hidden Banana Coins and a hidden Red Balloon that Diddy Kong and Dixie Kong can reach by performing a team up throw. By continuing forward, the Kongs find Donkey Kong tied up in the middle of the room. When they approach Donkey Kong, Diddy and Dixie are rewarded a Kremkoin, and the lead Kong performs their victory dance. During this, Donkey Kong is pulled up and carried out of the area. This shocks the Kongs, who immediately run out the other side to follow Kaptain K. Rool, who pulls Donkey Kong up to his airship, the Flying Krock. In Donkey Kong Country 2: Diddy's Kong Quest, the "Krook's March" theme plays if Stronghold Showdown is revisited.