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Donkey Kong Country 2: Diddy Kongs Quest #26 - Lost World
Lost World - Walkthrough
Donkey Kong Country 2: Diddy Kongs Quest #26
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Lost World
The area which can be accessed through Klubba's Kiosk. These are considered to be the toughest levels in the game.
NOTE: If you win a Bonus Area in the Lost World, you are awarded a DK Hero Coin instead of a Kremkoin.
The Lost World first appeared in Donkey Kong Country 2: Diddy's Kong Quest and again in Donkey Kong Land 2. The player can only access it after collecting all 75 Kremkoins. After giving them to Klubba, the player has access to these levels, each are considered to be challenging.
Donkey Kong Country 2: Diddy's Kong Quest
The Lost World is found inside of Crocodile Isle. It has a bizarre climate, with some of it being jungle, while others being volcanic or frozen caverns. In the center of it, is a large volcano called Krocodile Kore, which is shaped like a Kremling head. It pumps out an upward stream of blue, purple, and white energy that powers Crocodile Isle.
If the Kongs can manage to collect all 75 Kremkoins and clear the levels of the Lost World, the mouth of the Krocodile Kore will open and they Kongs can enter. Inside there is a palace with an altar, treasure and armored Kremling statues. Diddy Kong and Dixie Kong will face Kaptain K. Rool once more. Once defeated, the Kore will explode due to excessive energy build up and explode while sinking the island.
- 1. Jungle Jinx
- 2. Black Ice Battle
- 3. Klobber Karnage
- 4. Fiery Furnace
- 5. Animal Antics
- 6. Krocodile Kore
1. Jungle Jinx, Lost World
Jungle Jinx is the first level of the Lost World in Donkey Kong Country 2: Diddy's Kong Quest. It can be accessed from the Klubba's Kiosk in Crocodile Cauldron. The level's name is a reference to the first level from Donkey Kong Country, Jungle Hijinxs. Jungle Jinx is the first jungle-themed level of the Lost World. There are numerous sets of long spikes throughout the level, in gaps and on the main path alike. The Kongs can safely cross over these pits by jumping from giant, rolling tires, which also allow them to reach some higher areas. In specific parts of the level, the tires fall down onto the path and begin to roll—while these objects do not hurt the Kongs, they can easily shove the Kongs down into a pit. Zingers appear more commonly than the other enemies.
Layout
From the start of the level, the Kongs must walk east and bounce off of a tire to reach the other end of a ledge. Then, they need to cross an abyss, and then land right on a tire. It will bounce them over some spikes and to safety. From there, they must use some more tires to get up to the top of two high ledges. After that, the heroes will need to jump over the giant tires rolling towards them, and watch out for a Zinger in the air. Once they drop down a high ledge, the monkeys will have to bounce off of another tire to get above two nasty Zingers, and get to the next ledge. Here, they will find a vicious Kutlass, whom they must defeat only when his blades are in the ground, and then travel eastward. After they beat a group of four Spinies, they should watch out for a Klampon and bounce atop of some more tires, which can throw them over Zingers. Then, they will reach an abyss, which is filled with sharp and unwanted spikes. They have to use the fast moving tire to jump over a Zinger, and then safely land on the next ledge. From there, the heroes must cross a small gap and bounce off of several tires to get over more dangerous spikes. Once they pass that part, they need to jump down a ledge, hop off a Flitter, and hit into the Star Barrel.
Halfway through the level, the monkeys will have to travel over the path and leap over another small gap. After that, they must dodge some enemies, including the quick foe, Kutlass. Then, they need to bounce off of several tire, and get over rows of jagged spikes sticking out of the ground. From there, the monkeys must defeat a couple of Klampons, and soon hop down another ledge. A tire will sweep them away from the ground, though, but also save them from possibly landing on the thorny spikes. The Kongs have to jump over tires and other hazards, until they meet up with a huge abyss. This time, there are no tires to help them, so they must follow the banana trail downwards, while trying to stay between the Zingers nearby. They will land into some barrels. With good aim, the heroes should shoot carefully to all the barrels and soon get back up to the other side. Here, they need to bounce off of more tire to get over a few spikes, and then another gap. After that, the monkeys must face their biggest challenge yet. They will have to get over many spikes, using several tires. While doing this, they need to also watch out for the gaps below them, and do their best not to fall in one. Finally, they should make it safely to the other end of the area, and travel more eastward. Once they pass a few enemies and abysses, the heroes will eventually find the End of Level Target. The possible prizes include a banana, Banana Bunch, or the letter G.
Enemies
Klampon, Zinger, Kutlass, Spiny, Flitter
KONG Letters
"K": Bounce from the first set of replenishing Tires for enough loft, but do not land on the spikes!
"O": At the first Flitter, drop down and look left to find the letter "O". From here, do a Cartwheel Jump or Helicopter Spin Jump left to get it and land in the Bonus Barrel further left.
"N": After climbing the first series of spiky platforms with the Tires, smoosh the twin Klampons and wait for a Tire to roll underneath a line of three Bananas. When the Tire starts to wheel off the spikes beyond this line, bounce from it to the next tire to bag the "N."
"G": Use the level's only Klobber (who is Yellow) to clear out the last Zinger, who covers up a Normal Barrel Cannon. You need the right shot from this Barrel Cannon to win the "G" on the Exit Target. To do this, hold your fire until you see the Banana Bunch just before the "G" show itself. As you launch, aim to the right, following the Bananas, to hit the Exit Target with enough force to award you the last "KONG" Letter in the level.
BONUS AREA
See "O" TO COMPLETE: Take out every Flitter with your Team Throw Attacks. Watch out for Zingers — if you throw your partner into one of them, you will have to break open the DK Barrel in the Bonus chamber to get that monkey back! If you already broke the DK Barrel and you smash your other primate pal into a Zinger, it is impossible to win the Hero Coin, so leap into a Zinger and get back in the Bonus Barrel again for a fresh new DK Barrel.
2. Black Ice Battle, Lost World
Black Ice Battle is the second level of the Lost World in Donkey Kong Country 2: Diddy's Kong Quest. It can be accessed via the Klubba's Kiosk of Krem Quay. In this level, Diddy Kong and Dixie Kong must descend down an icy cavern, and the ground slippery and made of ice. Due to the icy floor, the Kongs have limited traction, so the player must carefully move them around the area. In the level, the Kongs often have to jump between icy slopes or jump onto the next platform below them.
Layout
To begin the level, the Kongs must hop over a Zinger and slide down an icy slope. They will come up to a gap at the end, and they should drop down into it to reach the floor below. Here, there will be several Klampons charging at them, although the foes can be easily defeated with a simple jump. The heroes must make their way down to the next floor, where they will have to dodge a few Zingers, as well as a Spiny walking along the path. Soon, they will meet up with yet another abyss. Without touching the Zinger flying by, the monkeys must fall through it and jump over a pair of Zingers to reach the next gap. Once they make their way through here, they will have to travel up and down steep slopes. Klampons are also walking across the ice. Players should must make it to another gap and drop down to the next floor. At this point, the monkeys will need to slide down one long and steep slope, while hopping over dangerous Zingers in their path. If they are able to avoid the pests without sliding into them, the heroes must then jump between two Zingers into another gap. Once through the gap, they will be perched on the next floor, and they should walk to the left and fall through another small gap. It won't take them too far downwards, and a Krook will be throwing one of his hooks as they land. The Kongs must escape the foe, and walk right into another abyss. They will land on a slope and slide into another Krook. It must be avoided at all costs. After getting away from the foe, the heroes can drop down into another gap and get to the next floor. Here, they will have to jump over a pair of Zingers and come up to another gap. Dropping down will make them end up in an area filled with several large platforms. They must fall through a crack between the platforms and dodge a few Zingers, until they find another gap. This one will take them directly to the Star Barrel when jumped through.
From this point, the pair will end up at a fork-in-the-road; they can take either way and fall through a gap. Soon, the monkeys will end up at the meeting point of the two directions and have to drop down through yet another abyss. This time, they will land in an area filled with dozens of small platforms. Each one has a foe on them, who must be avoided at all costs. The heroes should sneak between the cracks of the platforms and jump over a few Zingers to reveal another gap in their path. Dropping down into this will take them to the lower floor. Here, they must jump over a few small alcoves, all containing Zingers. If they can get through this area, they will have to drop down into another gap and land on a steep slope. Without hitting nearby Klampons, the monkeys must continue to descend through the cave and drop to an even lower floor. They will come up to a few short floors, and have to slide down some slopes while dodging some sharp Spinies. Soon, they will make it to a longer area. However, there are a few steep slopes that are shaped in a triangle-like form, with Zingers perched on top of them. This makes the foes much harder to jump over than usual. The Kongs must time their jumps well, and hope to reach another gap, which they should hop through. Once they drop down through here, they will have to jump over more Zinger-filled alcoves and fall down still another abyss. It will take them to the bottom floor, where the heroes must hop up a platforms to get over a mound of ice. They can find the End of Level Target, which has either a Banana Bunch, Banana Coin, or Extra Life Balloon.
Enemies
Zinger, Klampon, Klobber, Spiny, Krook, Neek, Flitter
KONG Letters
"K": Use the level's first Klobber (he is Yellow) to bulldoze the Yellow Zinger just in front of the level's only Red Zinger. do not step on this Red Zinger trying to nab the "K!"
"O": Another careful jump is required, but this time, you have to vault over a Yellow Zinger! Dixie comes highly recommended here, with her trusty Helicopter Spin.
"N": At the ice block platforms below the Klobber attack zone (the right Klobber is Yellow, the left Klobber is Black), go along the right wall as best you can, squashing any Neeks on the platforms, to fall to the "N". Good luck escaping the Zingers to the left.
"G": Right before the Bonus Area.
BONUS AREA
The level's only Flitter marks the easy-to-miss side passage with the Kannonball. If you land on him as you fall, immediately bounce off him to the right to get your footing, but be sure to stun the sneak-attacking Yellow Klobber guarding the narrow passage to the right. Pick the Klobber up, haul him over to the twin Zingers ahead, then throw him into both of them (if Diddy is throwing, he has to jump slightly when just a few inches from the buggy beasts, while Dixie does not need to jump at all from this same position). If you only hit one of the Zingers instead of both, take care of the other Zinger with the Chest. Should the Klobber run off the edge and disappear before you reach the Zinger duo, leap over both Zingers and use the Chest to destroy one hornet, and the Kannonball inside for the other. Take the Kannonball all the way to the letter "G" and wipe out the trio of Zingers and the trio of Klampons who get in your way until you reach the letter. At this point, head right under the Klampon slope and smash through the second trio of Zingers and load the Bonus Kannon. TO COMPLETE: Go down to the end of the sloping Zinger-infested passage to the Hero Coin before all of the time runs off the clock. This is very simple if you use Dixie and her nifty Helicopter Spin to avoid the bothersome bees.
3. Klobber Karnage, Lost World
Klobber Karnage is the third level of the Lost World in Donkey Kong Country 2: Diddy's Kong Quest. It can be accessed from the Klubba's Kiosk of Krazy Kremland after paying 15 Kremkoins. Every type of Klobber is featured in this level, including the green, yellow, and black ones, and their explosive variant, Kabooms. These enemies often appear in groups, attempting to push the Kongs into nearby pits or spikes. Many pits and large spikes appear in the level, and the only way for Diddy and Dixie Kong to cross them is by using Barrel Cannons. Near the end, the Kongs begin using Rotatable Barrels for crossing pits. Several red and yellow Zingers are above the pitfalls.
Layout
At the start of the level, the Kongs must travel along the level and dodge a few Klobbers. Then, they will have to cross several large spike-filled pits. After they cross these gaps, the Kongs must face more Klobbers, including yellow banana-stealing ones. Next, the heroes must jump in either the Diddy or Dixie barrel to be launched to a set of barrels. With careful aim, they should make their way to the other side of the abyss. From there, they will need to cross a gap and fight off several more Klobbers, with some even stealing lives. After getting over a few more gaps, the Kongs will have to travel up to another abyss and cross it by using barrels. The monkeys will have to shoot into a Diddy or Dixie Barrel (depending on which Kong is in the lead) and continue to blast over the spikes below. Soon, they will land on a small platform, and have to hop right back into another barrel. They must shoot through the many barrels and eventually get to the other end of a wide abyss. Here, they will find the Star Barrel.
Halfway through the level, the Kongs must jump over two small gaps and watch out for a few Klobbers and Kabooms. They will then have to hop into another barrel and begin to shoot into the following barrels after it. This time around, the abyss that must be crossed is much wider than the before ones, and Zingers can be found more often around each barrel. After shooting over some Zingers, the group will finally get to the other side and have to dodge a few Kabooms and Klobbers. After that, they will need to choose either a Diddy or Dixie Barrel to start shooting over another spike-filled abyss. Obstacles are placed more frequently over this pit. The heroes will make it to the other side after shooting over several Zingers. At this point, they will have to hop over some spikes to reach some ledges. As they watch out for gray Klobbers on the ledges, they must climb up and find the End of Level Target, which has either a Banana Bunch, a Banana Coin, or a Red Balloon for a prize. When they hit it, they may exit the level.
Enemies
Klobber, Kaboom, Zinger
KONG Letters
"K": Atop the first hill, marked by six Bananas below its summit. First deal with the three Green Klobbers who get in your way by tricking them into running onto the spikes you jumped over to get here. You will need to execute a well-timed Spin or Cartwheel Jump to do this successfully, but I say that the Cartwheel Jump is best recommended for this job. With the Klobbers gone, return to the hill, climb the left side of it, and use the Dixie Barrel for a sure-fire way to claim the "K". Just prepare to evade or defeat the level's first Yellow Klobber upon landing on solid ground again!
"O": Do you still have Dixie after beating the first Black Klobber? If not, just land to the right of the Dixie Barrel and Cartwheel Jump to the letter itself.
"N": Fire straight up from the Rotatable Barrel quickly but carefully just before the Barrel Cannon can pass underneath the token.
"G": You need to fire even MORE carefully for this letter! Launch from the timed Barrel to the main Barrel after it passes through the twin Zingers.
BONUS AREA
Beyond the Exit Target. Leap into the last Diddy Barrel with Diddy and launch yourself to the right to find your Bonus Barrel. Without him, bring the final Black Klobber to the lone Banana beyond the Target and set him down. Hold down Y seconds before he prepares to attack, then use his scary, red-eyed head as a springboard to soar into the invisible Bonus Barrel. TO COMPLETE: With the help of two "!" Barrels, wipe out every last Yellow Zinger, and the DK Coin is yours! Just do not get trapped on the spikes below when your special power wears off!
4. Fiery Furnace, Lost World
Fiery Furnace is the fourth level of the Lost World. It can be accessed from the Klubba's Kiosk in Gloomy Gulch. Fiery Furnace is the third and last volcanic level, and the only one not in Crocodile Cauldron. Fiery Furnace is the only level that has Steerable Barrels, which Diddy and Dixie can enter and freely move around inside for only a few seconds to move across the long pits of lava. Zingers are the main enemy of the level, and there are numerous of them to avoid.
Layout
At the start of the level, the Kongs must journey east and defeat some Spinies. Soon, they will come up to the first Steerable Barrel, which should be used to float over a dangerous Kutlass. After that, the heroes will have to climb up a few ledges and dodge several Klampons, until they get to the first large abyss of the level. The Steerable Barrels above it must be used to cross, although the monkeys must be careful, as there is a time limit on them. Once on the other side, they will need to watch out for a few enemies and get into another Steerable Barrel. While watching the time limit, they must maneuver around many Zingers and soon get to the other side. Here, they will have to avoid some more foes, including more Spinies. Eventually, they will bounce off of a Flitter and continue to travel through the barrels. As they shoot to each Steerable Barrel, the monkeys will need to be aided by some Flitters, so they can bounce off of them and get to another barrel. The Kongs are then blasted onto a group of three Flitters, which are positioned diagonally, and they must bounce off them to land into the Star Barrel and fall on the platform below.
Halfway through the level, the heroes will need to dodge or beat a Kutlass and a Krook. Then they must hop aboard another Steerable Barrel and journey across a wide gap. If they can dodge the many Zingers scattered around, they will make it back to land again, and shortly plop right back into another barrel. After they blast their way to the other end of the gap with the many Steerable Barrels, they will have to avoid a few more enemies, including the pesky Cat O' 9 Tails. After passing these foes, the group must get in another barrel and steer their way to the next barrel. Although there is more time than usual on the barrel's limit, the other barrel is a longer distance away, so the monkey must move fast. When they get to land again, they must make a well-timed jump and defeat more Cat O' 9 Tails in their path. From there, they will have to get into more Steerable Barrels and float above a dangerous abyss. This time, many Zingers are moving about to attack the Kongs, but they can be avoided with some good skills. Once on the other side, the Kongs must beat more Cat O' 9 Tails and cross two small abysses, until they finally find the End of Level Target. If they land on it from the Barrel Cannon above (which can only be entered after exiting the Bonus Level), Diddy and Dixie can win either a Banana Bunch, a Banana Coin, or a Green Balloon.
Enemies
Spiny, Kutlass, Klampon, Zinger, Krook, Flitter, Cat-O’-9-Tails
KONG Letters
"K": do not be prickled by Spiny when taking this letter from high above him after the first four hungry Klampons.
"O": Fly through this with a Steerable Barrel before time runs out. you will have to avoid the DK Barrel to do this properly.
"N": You have less than two seconds to shoot from the first diagonally-angled Steerable Barrel to this letter without crashing into the moving upper Zinger. As you wait for him to fly low enough prior to launch, edge the Steerable Barrel straight upward a little, directly to the right of the lone Zinger you went under to get here, then fire manually just after the moving Zinger starts to sink down. If you hit Right on the Control Pad at the same time you launch, you should bag the "N" and land on solid ground afterwards. it is a tricky move to make, but if you land on the ground with no letter (or go under the moving Zinger and his comrade), just get rid of Kutlass and Cartwheel Jump or Helicopter Spin to the letter from his perch. do not get stung!
"G": Beware of the Cat-O'-9-Tails duo on a small hill -- one on top, one on bottom. Get the top one off the summit and grab your letter with an upward Team Throw. If you have enough guts, you could take out each of the spinning sneaks before even trying to capture the letter "G," but I say that approach is unwise, as the enemies cannot threaten you once you are on the recently-deserted summit. Also, this level is hard enough as it is.
BONUS AREA
Try to keep your partner alive until the final Steerable Barrel, parked above a vertical line of Bananas and guarded from underneath by a single Cat-O'-9-Tails shortly before the Exit Target. There are two methods for reaching this special Barrel Cannon. Method One would be to trick the cunning cat monster into spinning to the left into the lava, then toss your partner up to the Steerable Barrel with a jumping Team Throw when he is out of the way. Method Two is for if you have only one Kong on hand when you get here. Jump onto this same Cat-O'-9-Tails's head as he spins to snag you in his tails. Use Left or Right to limitedly aim so he throws you into the Steerable Barrel if you are careful. When either procedure is finished, steer your Barrel Cannon right, following the Bananas, then fire at the Bonus Barrel when in range. TO COMPLETE: Guide your Steerable Barrel to the Kremkoin, avoiding Zingers and not getting tangled in thorns. The thorns do not harm you when you are in the Steerable Barrel, but they will slow you down if you scrape their left and right sides.
5. Animal Antics, Lost World
Animal Antics is the fifth level of the Lost World in Donkey Kong Country 2: Diddy's Kong Quest. It is also the final non-boss level in the game. It is only accessible from the Klubba's Kiosk in K. Rool's Keep, but in the Game Boy Advance remake, Animal Antics is accessible from any of his establishments. Completing this level and the previous stages of the Lost World unlocks the final battle at Krocodile Kore. This level is split up into five parts, one for each of the five playable Animal Friends. Animal Antics has a variety of archetypes, including jungles, ice caverns and bramble areas. Diddy and Dixie transform into each Animal Friend from an Animal Barrel, played in the order of Rambi, Enguarde, Squitter, Squawks, and lastly Rattly. Each of their special abilities are required in these trials.
Layout
The Kongs immediately start the level inside an Animal Barrel that turns them into Rambi. The rhinoceros can find a DK Barrel behind the start, as well as several Neeks ahead of it, who crawl along large, stair-like platforms. Soon, the animal encounters a red Zinger, who he must jump on in order to cross a section of spikes and reach a small area of ground with some Kaboings on it. There are more spikes ahead of here, and a pair of tall pillars stand above them, with one Zinger on each. The pillars are followed by two more red Zingers, who must be bounced on to cross the remaining spikes. A doorway is located after here, and it leads into an icy cave that begins with a DK Barrel and a small hill leading down to a trio of alcoves. The letter K is above the alcoves, and as the rhino tries to collect it, he must also watch out for a kannonball-shooting Kannon. After sliding down another icy slope, the Animal Friend lands in an Animal Barrel suspended over the water.
The barrel turns him into Enguarde, who must begin traveling by entering a wide area full of Shuries, Flotsams, and a few Lockjaws. To the left of this area, there is a hidden room that contains the letter O and several bananas that group together to form the shape of the Rare logo. If the swordfish continues to the east, he passes a large group of Shuries, and then an even larger group of Puftups, many of which explode when approached. Shortly after the animal travels upwards past a few Lockjaws and an alcove containing a Banana Bunch, the water level begins to lower.
The exit of the cave area is nearby, and it leads the swordfish into a jungle area inside of an Animal Barrel, which quickly transforms him into Squitter. Behind the spider at the beginning of the area, there is a hidden Banana Bunch. A Zinger guarding a DK Barrel is ahead, being followed by a Star Barrel (exclusively in the original version of the game), several Kaboings, and a long area of spikes with a few pillars in it. Each pillar holds a bouncing Kaboing and is circled by a red Zinger. Squitter's web platforms are required to pass this section, and once he does so, he encounters several more Kaboings. Another long area of spikes is not far from here, and this time, there are no pillars of land between the spikes. Therefore, the spider must continue by using his web platforms. On the way across, he meets several Zingers and also approaches a Banana Coin located in a small space among the spikes. Once the spider crosses the area, he discovers an Auto Fire Barrel that shoots him to a bramble area. A Bonus Barrel is hidden on the other side of the wall next to the Auto Fire Barrel.
After the Auto Fire Barrel shoots the spider into the bramble area, he can find a DK Barrel, and also the Star Barrel in the Game Boy Advance remake. Several sharp brambles surround Squitter's path ahead of here, and the animal must use his webs to climb through them. As he travels, several Mini-Neckys swoop down at him and attack. Once he passes these foes, he reaches some wooden boards that hold an Animal Barrel that he must enter to turn into Squawks. Squawks must begin his journey through the area by heading through more brambles as the wind pushes him from left to right. After the parrot passes a Zinger in a wide section, he enters a narrower pathway that contains some red Zingers that float in and out of alcoves. He can find the letter N in an alcove being guarded by a trio of Zingers ahead of here. Another group of Zingers block the way into an additional alcove that, in the Game Boy Advance version of the game, contains a photograph. If the parrot heads east from here, he meets a large group of Flitters and then a DK Barrel in a corner. The wide path below here leads the hero past several red Zingers, one of which that moves back and forth in a horizontal path. If he progresses to the west at the bottom of the area, he finds small groups of Zingers that block his path, as well as a few Banana Coins that float in the corners of the area. Once Squawks flies past a few Zingers that fly in small circles in the narrow pathway, he reaches an Animal Barrel that turns him into Rattly. The rattlesnake must start his portion of the level by first jumping into an Auto Fire Barrel in a narrow passage. A blue Extra Life Balloon is hidden above the gap.
The Auto Fire Barrel blasts the Animal Friend into another jungle area that is full of spikes. In the Game Boy Advance version of the game only, Rattly can travel to the west of the entrance to this area to find a short path leading over some spikes and red Zingers. On the way across this part of the area, the rattlesnake can find a DK Barrel and a Klampon that is followed by an alcove that contains three Banana Coins and a golden feather. If Rattly travels east from the entrance to this jungle area, he makes his way onto a high piece of land with a Klampon on it. A long area of spikes is ahead of it, but Rattly can safely cross it by bouncing on the red Zingers that fly over the spikes. Some of the Zingers move, while others are stationary. After crossing the spikes, Rattly reaches a No Animal Sign that turns him into the Kongs and also makes a Banana Coin appear. The heroes must continue through the level by heading into a nearby Auto Fire Barrel, which then shoots them past a pair of red Zingers and onto a high piece of land, where an End of Level Target sits. If they hit the target, they complete the level. Additionally, if they hit the target immediately after shooting out of a nearby Barrel Cannon, they can win a prize, either a Banana Bunch, Banana Coin, or a Red Balloon.
Enemies
Neek, Zinger, Kaboing, Kannon, Lockjaw, Flotsam, Shuri, Puftup, Mini-Necky, Flitter, Klampon
WARNING!!!: Watch out when you get the Squawks Barrel -- the wind moves back and forth when you become Squawks and enter the chamber on the right. Tap the Control Pad without the Y Button to fly slower, and hold whichever left or right directional button you want the wind to blow you toward, holding down Y to swoop nearly-uncontrollably fast.
SHORTCUT!: Not exactly a shortcut passage per se, but is still a time-saver in this dreadfully difficult level. If you point Rambi forward at the level's beginning and hold A for several seconds after breaking the hidden DK Barrel at the starting gateposts, you will charge harmlessly into Enguarde's area if you let him charge straight ahead and not interfere with his blitz.
KONG Letters
"K": you will have no trouble getting this as Rambi, if Kannon does not shoot you full of holes with his Kannonball salvoes, that is. Be sure to drop into the lower crevices if need be to ease your objective to evade the deadly black spheres of doom. Slowly but surely close in on the Kremling and, as soon as it is safe, knock him down and out with your horn.
"O": Take Enguarde to the bottom of where you start out and clear out the first Lockjaw as you swim left into a secret chamber with a Rare logo made of Bananas! Go up and right to locate the "O."
"N": As you fly up and right in Squawks's area, slowly egg-smack the Yellow Zinger flanked by two Red Zingers, then, with the help of the wind, drift between the double Red Zingers, get the "N", and float left again onto the main route. If the treacherous winds intend to bash you into the thorns after grabbing the letter, tap Left on the Control Pad to fight it gently until you creep back out of the danger zone and onto the main path again. (You can also use Up to steady yourself or Down to sink down if you are too close to the upper Red Zinger)
"G": Two rapidly patrolling Red Zingers buzz around below this letter at the end of Rattly's area, beyond the "No Rattly" Sign. you will have to fire up and right from the Arrow Barrel Cannon after the rear Zinger passes over it to reach high ground, then back up until you barely see the Red Zingers' heads hit the wall with each pass. You should be covering up the center of an open, toothy plant, between two trees in the background, for the ideal trajectory. Right after the first Zinger hits the wall with his face, have Diddy do a running jump to the letter from where you are standing. Once past the Zingers, use Right to steer so you miss the spikes Rattly previously jumped over. Dixie's Helicopter Spin is massively helpful in getting this final letter.
BONUS AREA
At the end of Squitter's area, avoid the Arrow Barrel with a well-placed platform web directly above it, then jump to the web, using a big jump, to vault over the hump to the right. Run to the right until you fall into the Bonus Barrel you seek. Use as many platform webs as you need to reach your destination. TO COMPLETE: With the help of platform webs, Squitter must scale the spiky shaft and shoot down the first four Zingers. When you become Squawks, finish off the rest of the enemies with your eggs. Once you are all done, the Hero Coin will be waiting at the top of the shaft.
6. Krocodile Kore, Lost World
Krocodile Kore is the location of the final boss of Donkey Kong Country 2: Diddy's Kong Quest, Kaptain K. Rool. It is also the final level of the Lost World after completing all of the other levels in the Lost World.
In Donkey Kong Land 2, it would be resurrected with the rest of Crocodile Isle. The geyser however, would no longer pump energy. It would get sunk to the bottom of the ocean again at the end of the game.
Location
After completing every level in the Lost World, the strange Kremling-shaped volcano located in the center of the Lost World will open its mouth, revealing the entrance to Krocodile Kore. Krocodile Kore is an shrine-like area with old Kremling relics and a geyser that pumps odd blue and pink energy which powers Crocodile Isle.
Boss Battle
When Diddy Kong and Dixie Kong enter the level, they are greeted by Kaptain K. Rool himself. He is drenched from the battle on the Flying Krock and has seaweed and a couple of fish on him. Before the battle starts, he shakes this off and the battle begins. Similar to the first battle, he will shoot spiked Kannonballs instead and energy projectiles at the Kongs. To damage Kaptain K. Rool, the Kongs will have to toss a Kannonball into his gun. They can get a Kannonball by breaking the Wooden Barrel that he shoots toward them.
At the end of the battle, he will explode off into the geyser and cause an earthquake. Sparks will fly from the geyser and the Kongs make their escape. The ending for beating this level is different, as the Kongs see Crocodile Isle explode.
he is BACK! You basically need to duck and jump over five MASSIVE salvoes of Purple Clouds and spiked Kannonballs, each one starting out with a single set of Purple Cloud trouble to avoid, anticipate, and jump over. The first sets of spiky Kannonballs in the salvoes follow the same pattern as the Purple Clouds right before them, with new stuff added to the Kannonball barrages. Dixie's Helicopter Spin is invaluable in this final battle when there's Kannonballs and Clouds to soar over. Survive this long and grueling assault, and a Barrel will fly toward you with a Kannonball inside. Use this last metal projectile to stuff up K. Rool's gun for the last time.