home ➜ Nintendo® ➜ SNES - Super Nintendo® Entertainment System® ➜ Platform ➜ Donkey Kong Country 3: Dixie Kong's Double Trouble ➜ Krematoa - Walkthrough
Donkey Kong Country 3: Dixie Kong's Double Trouble #28 - Krematoa
Krematoa - Walkthrough
Donkey Kong Country 3: Dixie Kong's Double Trouble #28
- Story
- Playable Characters
- Other Characters
- The Brothers Bear
- Animal Buddies
- Barrels
- Items
- Hazards
- Enemies
- Getting Around In The Overworld
- » Worlds «
- Finishing the game
- Cheats
- Wiki
- NINTENDO PLAYER'S GUIDE PDF
- GAME MANUAL PDF
Krematoa
NOTE 1: To reveal this last world, you need to take either the Hovercraft or the Turbo Ski to the four big rocks east of Mekanos and run around them until the volcano rises from the sea.
NOTE 2: When you are ready to explore Krematoa, enter it and visit "Boomer's Bomb Shelter." The more Bonus Coins you pay Boomer, the more levels he can open up access to.
- 1. Stampede Sprint
- 2. Criss Kross Cliffs
- 3. Tyrant Twin Tussle
- 4. Swoopy Salvo
- 5. Rocket Rush
- 6. Knautilus
1. Stampede Sprint, Krematoa
Boomer's Bomb Shelter
With nowhere else to move to (other than the save cave), enter this shack to find a Brother's Bear (Boomer), who has been locked away by his siblings for being plum too dangerous to be allowed loose. For 15 Bonus Coins a blast, Boomer is willing to open that path forward into the extra challenging levels ahead. However, after four blasts, he then becomes a gouger and requires a whopping 25 Bonus Coins for the final blast.
"K": Squitter gives you this as a parting present at the "No Squitter" Sign.
"O": As Parry nabs this, prepare to jump over two Bristles afterward.
"N": do not get mashed by the upcoming Kuff 'n' Klout after Parry grabs the "N."
"G": Shortly before the Auto-Fire Barrel at the end of the sprint.
SQUAWKS (GREEN) CRATE: In Bonus Area 1.
SQUITTER CRATE: In Bonus Area 2.
ELLIE BARREL: cannot be missed.
PARRY CRATE: Like Ellie, cannot be missed. do not MISS HIM.
DK COIN: You need the Steel Barrel from Ellie. In one shot, throw the Barrel over Koin so the projectile bounces off the right wall without going over it instead.
BONUS AREA 1: Jump and throw your buddy straight up to the second Bonus Barrel (NOT the first) at the start (Kiddy doesn't need to jump).
TO COMPLETE: Careful maneuvering around the Red Buzzes with Squawks the Parrot is your ticket to success as you gulp down 15 Green Bananas. do not wait too long for a Banana to appear in an easily-accessible spot below or between the Buzzes, or you will run a greater risk of running down the 45-second timer too much, if not completely.
BONUS AREA 2: Fly Squawks up into the first Bonus Barrel to the left of the first one you went into.
TO COMPLETE: Use Squitter and his platform webs to nab 15 Bananas in under 40 seconds. Watch your footing or doom will await you in the bottom of the gap (if there is a bottom).
BONUS AREA 3: Given to you by Parry reaching his No Animal Sign. One of the toughest Bonus Areas in the game to get.
TO COMPLETE: Use Parry to grab 15 Bananas without smashing him into the Red Buzz. Fail, and you will have to play the whole dreadful level with Parry still with you to get back in here.
there are TWO No Animal Signs (Squitter and Squawks being the two animals in question), yet no crates in sight. Go bust the DK Barrel on the right, then look to the left in the trees, as TWO Bonus Barrels will be visible. So, team throw up into one, complete it, and then perform the same team throw and complete for the other one you did not do first. For ease of explanation, this FAQ will do the one on the right first, then the one on the leftt second.
Bonus Room #71
Grab 15 Bananas
Upon entering the room, go bust out Squawks and grab ahold. The two red Buzzes will stay in place, allowing Squawks to fly the Kongs around the mechanical creations, collecting the needed 15 green Bananas, making the Bonus Coin appear on the right side of the room. Note that careful flying should be used, as the time allotted for the Bonus Room is lenient on a few missed green Bananas, so only take risky flights if time is really getting low.
Bonus Room #72
Grab 15 Bananas
Move right to bust Squitter from his box, then make a web platform over the gap below, followed by a second right across from it. Locate the two platforms about halfway up the screen, leaving a decent jump between the two, as this will allow for maximum area covered, meaning all appearing green Bananas will be within reach. Remember that the web platforms will start to de-stabilize and disappear after five seconds of solidness, so remember to replace them regularly. Once 15 green Bananas are garnered, jump to the ledge on the right to take in another Bonus Coin.
Go right with Squitter to pass the No Squitter Sign, turning him into the (K), then leap across the long gap by using Dixie's hair spin, landing in an Ellie Animal Barrel. Next is a busting out of Parry the Parrallel Bird, then run right to leap into a Blast barrel, sending Ellie over a gap to see some Sneeks, which spook Ellie into a dead run toward the right. There are two very vital things to remember from here on out: Ellie is totally freaked and thus she is running faster than possible at any other teim in the game, so be ready with quick as lightning relfexes to dodge enemies, and PARRY MUST BE KEPT WITH ELLIE to complete the level properly. The walkthrough for the rest of the Sprint will be divided up into each portion of land, outlining the upcoming enemies, including those dastardly Buzzes that will be positioned to take Parry away from the stampeding Ellie.
- Running to the right, jump into the (O), then leap two Bristles before hopping the gap ahead.
- Use the Banana trail as a place to jump, moving Parry over the red Buzz above, then deal with two Bristles, a Kuff N' Klout pair, and then a leap from the edge of the land portion to make the jump to the higher ledge on the right.
- Simply leap two Krimps, then make the leap to the ledge above.
- Upon landing from a leap, leap again to make the next ledge.
- Jump over the two Bristles, then time your leap to get Parry clear of a green Buzz high in the treetops. Next is a Krimp, then a gap leap to the next land portion.
- Upon landing, take a cuple steps before leaping to the next ledge.
- After a bit of running, leap over a charging Kluff N' Klout, then leap to get parry clear over a green Buzz, followed by a Bristle hop, another green Buzz lying in wait in the treetops for Parry, and leap two more Krimps to get to the gap leap to the next ledge.
- Immediately leap to snag the (N), then leap again to cross the gap.
- Leap over three sets of Kluff N' Klouts here, then go over the gap ahead via leaping Elephant legs. Note that there is a Bear Coin in the treetops, but only a picture perfect timed jump will get the Bear Coin and allow Ellie to land so she can leap the last pair of power twins, so best to just leave it alone.
- This narrow ledge leaves nothing but a quick leap across the next gap to the land located there.
- This is a crowded area, with a dual Bristle leap, a Bristle leap timed to the last second to allow Parry to clear a green Buzz, and then another dual Bristle leap to find the next gap leap.
- Busting a DK Barrel before landing, use the Banana trail to leap a Kluff N' Klout, then hop the gap to the other side.
- Leap in time for Parry to get over a red Buzz, then two sets of Kluff N' Klut will appear, followed by a leap to the next ledge.
- So narrow that nothing more thanan immediate leap will save Ellie from the deep cavern on the right.
- The (G) twirls on this ledge, followed by a leap to a Blast Barrel, allowing Ellie to stop sprinting.
Head right to find a the No Parry Sign... the reward for keeping the Parrallel Bird alive this long is to have him turn into a Bonus Barrel.
Bonus Room #73
Grab 15 Bananas
Bust Parry out of his crate inside, then make use of him to grab green Bananas that are out of Ellie's reach. Complicating matters is a red Buzz located high in the room, with green Bananas appearing above it is location now and then. Once the necessary 15 green Bananas are in hand, go get the Bonus Coin on the right side of the room.
If you failed at the Bonus Room, you are out of luck on re-trying it for now, as you are now forced to re-enter the level and charge through the whole Sprint once again, bringing parry back to his No Animal Sign. Anyway, move left to turn Ellie into a Steel Keg, allowing the Kongs to carry it past the end-of-level flag pulley, finding Koin. It is a simple matter of leap and throw the Steel Keg over Koin's head, letting the rebound take him out, freeing up his DK Coin. If you somehow failed at this, to take a second shot, running the Sprint is required, as Ellie is the only Steel Keg source in the level. Go grab the flagpole, which ends the level AND bestows a strange gear upon the Kongs.
2. Criss Kross Cliffs, Krematoa
"K": Nothing a good Team Throw cannot handle. Just jump if Kiddy's being thrown.
"O": After passing through the Switch Barrel between the first two Auto-Fire Barrels, leap up to the left and fall down the left wall by pressing Left while you plunge back down. Take the two Auto-Fire Barrels again to revert the TNT Barrels to Steel Barrels and scamper to the right. Take out the many Re-koils ahead and climb the platforms to the letter.
"N": At the first intersection after the Continue Barrel, sneak underneath the Kuff 'n' Klout on the left route and spring into the Auto-Fire Barrel.
"G": do not fall.
DK COIN: Easy to find if you know this little trick I'm going to disclose to you. Climb up the platforms to the left of the Red Buzz and overpower a few Re-koils on the wooden platforms to the left of the shaft. At the top of the sequence, do not hit the Switch Barrel, but instead fall down the shaft and hug the right wall until you land in Koin's secret lair. Remember to use the Switch Barrel to revert back to Steel Barrels once you are finished with Koin.
BONUS AREA 1: Get on the ledge to the left of the twin Red Buzzes guarding the Bonus Barrel and execute an extremely well-timed Helicopter Spin between two Steel Barrels as they fly upward and glide all the way over the Buzzes and into the Bonus Barrel. Kiddy has to use a very tricky Roll Jump before a Steel Barrel can slam him just as he's about to sail over a Red Buzz. Yikes...
TO COMPLETE: Bag 15 Bananas while dodging Bazuka's TNT Barrel attack.
BONUS AREA 2: Soon after snaring the DK Coin, bounce up until you can spring to the right. Go all the way to the right wall and throw your partner up into the awaiting Bonus Barrel (jump if Dixie's throwing).
TO COMPLETE: Bounce from Bazuka's Steel Barrels to exterminate the Knik-Knaks for a Bonus Coin at the top of the chamber.
In this level, one lonely Bazuka, high up in the cliffs, has decided that he will fire off insane amounts of Barrels, which just so happen to be the way to progress onwards into the level. Anyway, team throw to the (K), then go right to use the Steel Kegs to move upward, then, once the Kongs are above the red Buzzes, send them hurtliongto the right, past the red Buzzes, reaching a Bonus Barrel.
Bonus Room #74
Grab 15 Bananas
The Bazuka is in the Bonus Room, firing off TNT Barrels at a fairly slow pace. The problem for the Kongs is that these TNT Barrels cut the room in half, requiring careful leaping to get between the explosive objects to get the randomly appearing green Bananas. Once 15 green Bananas have been claimed, sned the Kongs to the right side of the room for the Bonus Coin.
Re-appearing on the left side of the area with the Bonus Barrel, continue the climb upward via the Steel Kegs, moving right to switch the Steel kegs to TNT Barrels, then switch them back once the red Buzz goes down. Continue the climb till aledge appears on the left, then head left to climb some ledges (dealing with a Rekoil), hitting a Switch Barrel. Go back down and to the right, watching the red Buzz get blasted, then move left and up to the Switch Barrel, turning the shots into Steel Kegs, allowing the Kongs to climb upward once again.
Head left at the next stop, defeating a Rekoil, jumping into a Blast Barrel that takes the Kong through a Switch Barrel. Next is a run right, leaping between the TNT Barrels, then continue along the path to go up some Rekoil infested ledges getting the (O) before turning right to leap through the TNT Barrels once more, hitting the Switch Barrel to continue the trek upward. Ignore the wide open area that appears next, unless you feel like hopping around looking for invisible Items, then go left at the next ledge, rolling through a Rekoil to reach a DK Barrel and a Star Barrel.
Go up to find a choice of passages: Going left requires going underneath a leaping Kluff 'N Klout, entering a Blast Barrel to get the (N), and going right to start the travel plan upward. Going right requires leaping up a set of ropes populated by a couple Klasps, reaching a Switch Barrel, which is not even needed to be hit to keep climbing. The next stop is to get the (G), then climb again via Steel Kegs to go left, climbing ledges past Rekoils to go under a Switch Barrel, then jump through the Steel Kegs and hold RIGHT. This will land the Kongs by a grounded Steel Keg, which is to be picked, taken right, and thrown off of a wall to hit Koin for the DK Coin he hides.
With the climb back on, go up to the next large area, getting off on the right side. Put Kiddy in the lead, have him team trhwo Dixie to the barely visible Bonus Barrel above, entering the Bonus Room within.
Bonus Room #75
Bash The Baddies
Inside this room is a Steel keg launching Bazuka, which means that the transportation upward is already tkane care of. The baddies that need bashing are Knick-Knacks, floating to both the left and the right side of the Steel Keg line of fire, so bounce onto them, rebounding back into the Steel Keg line of fire, climbing steadily. Once all Knick-Knacks are dead, go right to dutifully get the Bonus Coin.
Use the Blast Barrel to get to the rop above, then outsmart the Klasps while leaping upward to reach a Rekoil blocking the way to the Steel Keg firing area. Go right to find a Klasp guarding a Switch Barrel, so fake him out, jumping left onto the top roipe, then jump through the Switch Barrel toward the right, carrying the Kongs over the Klasp, dropping down to the bottom rope to safety. While you were doing this, the red Buzz on the left (just off-screen) was defeated by a TNT Barrel, so repeat the leaping pattern to get the Switch barrel again, then go down and left to climb upward again, reaching the top ledges. If you choose to, a Green Balloon is the rward for attempting to hop the red Buzz on the left, but to finish the level. head right to find the flagpole and to get another strange Cog.
3. Tyrant Twin Tussle, Krematoa
"K": You will find another surprise near this if you make a good web platform underneath this letter.
"O": Do you have Squitter so you can web whack the Kuff 'n' Klout guarding this?
"N": You will grab it after coming out of Bonus Area 2.
"G": Just bounce from Krimp. If that fails, a Roll or Spin Jump from the upper path beyond will work, too — if you are quick.
SQUITTER BARREL: Once you crush the first Krimp, jump and pitch Dixie up into an alcove marked by a lone Banana. Get up to the left and turn into your spider friend.
DK COIN: After the letter "O", make web platforms upward until you find Koin shortly before Bonus Area 1. Stand on his shield, and make a "staircase" of platform webs for Bazuka's Steel Barrels to roll across to crumple Koin. Be careful getting the DK Coin so you won't be next on Bazuka's target list. Can you use platform webs to sneak over the Bazuka and fall down the Banana-lined shaft to the first Bonus Area?
BONUS AREA 1: Aside from the dangerous alternate route shown in DK Coin, you could also Team Throw with Kiddy hurling Dixie or spin a platform web to the Bonus Barrel just short of the "No Squitter" Sign.
TO COMPLETE: Zap the Kuff 'n' Klout with one or two of Squitter's attack webs before collecting 40 Stars here.
BONUS AREA 2: Step on the twin Krimps before the "N" and pitch Dixie up into the shaft to the left of the letter to land in a spinning Normal Barrel Cannon. When Kuff 'n' Klout hop away, fire up and left. Pick up the TNT Barrel and blow away one croc so the other blindly charges off the edge and into oblivion. Follow the arrow of Bananas and get as close as safety permits to the two Red Buzzes under the Bonus Barrel. With a jump, toss Dixie over the first Buzz and into the Bonus Barrel. This will take practice...
TO COMPLETE: To escape the two Kuff 'n' Klouts, use the upper nooks to jump over them as they charge at you from either direction. NEVER use Kiddy, as he cannot evade the dreaded duos due to his body size.
BONUS AREA 3: Jump to the single Banana to the right of the Goal Flag.
TO COMPLETE: Snag 15 Green Bananas while trying to avoid becoming a primate pancake. The Banana in the center is a landing site for trouble, so be careful getting it.
This level (as the name indicates) will be just filledto the brim with those nasty Kluff N' Klout characters, who have been appearing so far in the Lost World levels. Go right to hop over the first (of many) pairs of Kluff N' Klouts, arriving at an area where one Banana stacked on top of another Banana indicate safe spots to stand as the Kluff N' Klout froghop their way through this portion. Next up is a Krimp to defeat, then team throw up to the Banana above, finding a ledge that the Kongs can climb up to find a Squitter Barrel and a Booty Bird holding a Bear Coin.
Fall down and go right, firing off webs, which defeat Kluff N' Klout, then snag the (K) via a web platform before continuing to the right to find a green Buzz hovering above. Build web platforms to defeat it, then continue climbing upward to go right to find Bananas and a Bear Coin. Head right to shoot a charging Kluff N' Klout, grab the (O), and then move right to find a hole in the ceiling. Using web platforms, climb up to jump onto Koin, then use two web platforms that are positioned across the gap toward the far ledge to make the Steel Kegs that Bazuka is launching roll into Koin's side while he looks up at Squitter, releasin his DK Coin.
Time to fall dow again, moving right to see a Bonus Barrel above, so web platform Squitter up into it to reach the Bonus Room.
Bonus Room #76
Collect 40 Stars
With Squitter in here, this Bonus Room is a cinch. Simply shoot Kluff N' Klout, then jump through the 40 Stars while mvoign right. Without Squitter, careful progression past the charging Kluff N' Klout is required, geting the 40 Stars as the Kongs move onwards. Either way, the Bonus Coin appears on the right side of the area, so grab it and move on out.
Squitter must go at the No Animal Sign, yielding a Bear Coin, so send the Kongs to the right to bust the Star Barrel, then wait for Kluff N' Klout to finish hopping, then run after them stopping right behind them, letting them leap away to continue forward. In the next portion, time a leap to go between the Kluff N' Klout as they hop slowly forward, then deal with a Krimp before perofmring a team throw to reach a rotating Blast Barrel, launcning up and to the left once Kluff N' Klout go right. Quickly grab and hold the TNT Barrel, then wait for Kluff N' Klout to return, letting them hop past, then run and jump right, using the TNT Barrel on the first red Buzz of the duo to allow easy jumping into the Bonus Barrel.
Bonus Room #77
Find The Coin
Head right immediately upon appearing, stopping in the first gap to wait for the charging twins to hopover, moving right to the next spot where two sets of Kluff N' Klout will stop just short of delivering an NFL level shoulder smushing. Head right while right behind the second set of Kluff N' Klout, stopping where the roof raises slightly, allowing a leap over the overly developed twins to sprint right to a ledge where a Bonus Coin twirls in majestic wonder.
Grabbing the (N) upon reappearing, move right to stop on the edge of the ledge, waiting for Kluff N' Klut to star to the right. Follow them over the red Buzz, stopping at the two Bananas, then after they pass by, go right over a second red Buzz to reach a ledge wheregoing up or down with the Blast Barrel leaves the Kong with a set of Kluff N' Klut to get by, reaching a Krimp and the (G). Next up is a Kluff N' Klout to follow right, passing under a red Buzz, then leap between the two as one leaps, leaving the Kongs with a flagpole and a lone Banana. Grab the lone Banana, as it becomes a Bonus Barrel.
Bonus Room #78
Grab 15 Bananas
In this Bonus Room, a Kluff N' Klout set jump around in a quick manner, leaving few safe spots where the Kongs to stand in, remembering that they need to collect 15 green Bananas while avoiding the 'roid twins. With all of the time allotted to this Bonus Room, only go for a green Banana if it appears to be a safe venture, remembering to ALWAYS retreat to a safe spot. Once 15 green Bananas have been collected, go right for the Bonus Coin, but do not let excitement cloud your judgement and try to rush for it (play it safe and cautious to get there).
If the Bonus Room above messed you up, try again, but otherwise jump onto the pulley on the flagpole to end the nasty cave trip and to get a third Cog piece.
4. Swoopy Salvo, Krematoa
"K": Easily seen.
"O": Shortly before the Continue Barrel.
"N": When you see it as Kiddy, turn to the right to grab it. Careful when jumping to this as Dixie.
"G": Just before the last Bristles.
SQUAWKS (GREEN) BARREL: You cannot pass this up.
DK COIN: Oh, the pain of getting to this DK Coin. After leaving Bonus Area 2, fly to the No Animal Sign to turn Squawks into a Steel Barrel. Taking Koin out is simple if you do not mess up your shot.
BONUS AREA 1: After nabbing the "K," bean the Green Buzz in your way with an egg, fly through the doorway he blocked, and dive down to the Bonus Area inside the right tree trunk.
TO COMPLETE: As the Kongs, leap from Swoopy to Swoopy until you get to the Bonus Coin. To trigger a Swoopy to stick to a tree, jump through him.
BONUS AREA 2: Aaaaagh, this is the mother of all difficult Bonus Areas to get to in the game without sacrificing a partner. At the third Green Buzz, fly straight up to find an upper circuit of Swoopys flying in from the left. If you have two Kongs, you could collide with a Swoopy before he gets through the doorway and then use your temporary invincibility to zoom into the lone Banana amidst two rapidly-swirling Red Buzzes. For both Kongs to survive, get very close to the next Swoopy who starts exiting through the large doorway hole in the trunk, clobber him with a close-range egg attack, and frantically fly inside the trunk and prepare to fly into the Buzz-watched lone Banana from above or below, whichever your preference. The Buzz who comes toward you as you approach will be safely on the other side by the time you touch the Banana.
TO COMPLETE: Dodge the single Swoopy soaring around in a figure-eight formation as you collect 15 Green Bananas for the last time in the game. You have 45 seconds.
BONUS AREA 3: Following the twin harmless Swoopys is a chain of harmful Swoopys swooping in from the left. Use them as dangerous stairs to the game's last Bonus Barrel.
TO COMPLETE: Team Throws are the key to grabbing 20 Stars in 15 seconds.
Swoopy, the lovable, stabbing hummingbird that he is... overpopulates this level to the most extreme sense. Anyhow, start off by rolling through a Bristle, then use the helpful Swoopy to get to the higher ledges, entering the Squawks Animal Barrel to beocme Squawks. Blast the green Buzz to enter the tree, flying up past a red Buzz to find a Booty Bird just outside the trunk, holding a Banana Bunch. Inside the next tree are two lines of Swoopies to pass through, but these ones can hurt you, so time the flight between the never ending sets to reach a knothole to the outside of the trunk to get the (K). Shoot that green Buzz ahead, then drop down the tree trunk inside to find the Bonus Barrel it holds.
Bonus Room #79
Find The Coin
Start off by baiting the Swoopy to dart into the tree, jump onto him, jump up to bait the next one to hit the tree on the right. Use a Roll Jump to reach his position, then repeat the jump and abit, followed by a Roll Jump to get close enough to the Blast Barrel to reach the Bonus Coin.
Fly upward past the red Buzzes, exiting the tree to go into another tree, exiting it above to find a series of Swoopy lines to fly through. Go up through the Banana trail in the tree, then fly along the trunk to find a Swoopy line flying through a large knothole. Time a flight to pass through this portal, leaving enough time to shoot the approaching Swoopy, then fly up between the two red Buzzes, finding a Bonus Barrel.
Bonus Room #80
Grab 15 Bananas
In this room are two sets of holes that a solo Swoopy will fly through, one hole at a time (alternating sets). Since they move so slowly, fly carefully while collecting the 15 green Bananas needed to make the Bonus Coin appear at the bottom fo the room, so fly carefully down to it or you make accidental contact with a Swoopy, losing the hard work to that point.
Fly up to the No Squawks Sign, turning him into a Steel Keg, then grab it and jump down to Koin's shield, throwing the Steel Keg to the left to defeat him for the DK Coin he holds. Jump in between the Swoopies on the right, falling through the (O), then go right into the tree to bust the Star Barrel.
Climb up the rope inside, bypassing three sets of Swoopy lines while busting a DK Barrel,then mvoe left to defeat two Bristles as you climb up to pass through a knothole to bounce off of a approaching Swoopy to reach the Blast Barrel above. Climb the tree via two helpful Swoopies, then go out the knothole to find a line of Swoopies that should be bounced up to the left, entering a Bonus Barrel.
Bonus Room #81
Collect 20 Stars
Bust the DK Barrelt o start (if needed), then have Kiddy throw Dixie up into all of the Stars, making the Bonus Coin appear. A rather easy Bonus Room, which is a welcome change after some of the recent offerings.
Climb the rope past the three sets of Swoopies while snagging the (N), then time the run to the left between Swoopies, followed by bouncing off of one of these Swoopies to reach a series of Swoopies who stick themselves into the tree, allowing the Kongs to climb up to a DK Barrel. Next is a double jump up past more Swoopies, then a bounce jump off of a Swoopy if you have just one Kong, but Kiddy is able to toss Dixie across this gap if you have both.
Climb the tree, going left through the knothole to perform a Swoopy bounce up to the high branch, but if two Kongs are present, Kiddy can again throw Dixie up to the branch directly. Grab the (G), dodge the Bristle, and then head left to grab the end-of-level flagpole pulley to make your way out of this not so enchanting forest.
5. Rocket Rush, Krematoa
No bonus areas.
"K-O-N-G" LETTERS: According to vgfacts.com, the letter "G" does not appear in many US versions of the game due to a programming error, but does exist in the other versions (though I cannot say precisely where the letter is in those versions, since I only have the US version). The point is, do not get the other three "K-O-N-G" Letters (though they're easily seen) in this level because of the missing letter "G" glitch. "G" is for "glitched."
DK COIN: Stand on the wooden platform at the end of the level, Steel Barrel in hand, and jump and throw upward to foil Koin and defeat him for the final time.
Back to Boomer you go, paying that 25 Bonus Coins that he requires for that final blast. In addition to this unlocking of another level, he will also make use of the Cogs on a strange machine in his hut, BUT one more Cog is required.
No Bonus Rooms to be found in this level. Just one more crazily fueled rocket ride to the top.
Break the DK Barrel and get into the Rocket Barrel, then start the descent downwards. For controls, pressing LEFT or RIGHT will cause the burner on that side to fire, sending the Rocket Barrel in the other direction. Along the way down the deep chasm, make use of the rocket burners to roast any red Buzzes that appear to be in the Kong's path, making sure to snag Fuel Barrels along the way to make sure the Kongs have enough fuel in the tank to reach the Star Barrel, followed by sliding down through two more Fuel Barrels, then into the Ignition Barrel, as it will start the Rocket in an upward motion.
To start off, follow the Banana trails through the first three portions, then go up through the (N) and start shading toward the left side of the opening to go left along a Banana trail to the next opening. Next up is a slight movement to the right (very little though), then move left or right before moving above the rock that was just passed to go up the center path.
Go right then cut back left for a few rock cuts before cutting right to ride upward to find a Banana trail to follow to the left. As soon as the next Banana trail appears, try to get through the narrow opening cleanly (ie no hitting of walls that will slow down the rocket and cost fuel), then go left along the Banana trail to find the next opening leading upward to land the rocket on the landing pad.
Head right (away from Koin) to find a Steel Keg, which has Koin's name written all over it (ok, not really, but it will be dented by his backside momentarily), walking left to the edge of the ledge the Kongs are on, then jump up and throw the Steel Keg high into the air (UP + Y Button) to make it clear Koin, rebounding off of a wall to hit him, releasing the 40th DK Coin. Head right to grab a hold of the flag rope for a Cog, as this level is over.
Boomer's Bomb Shelter
Back to Boomer for one final visit, it is time to put that final Cog into the ultra strange machine Boomer has in his shack. The machine will spring to life, but at first it appears to do nothing. However, a racket from the outside will cause Boomer to notice something, sending the Kongs out to look, witnessing the docking of a submerged vessel.
6. Knautilus, Krematoa
Baron K. Roolenstein: it is no surprise to anyone that the Baron did not really get defeated, but was hiding in his top secret submarine, the "Knautilus." He's even harder to beat than before, so prepare yourself for a challenging and worthy K. Rool bout.
To begin the battle, avoid bouncing fireballs and do not touch the dual glowing electrical dynamos until the overhead ventilation shaft activates briefly, shutting down his twin electricity traps for a short time. Throw a Steel Barrel up and into the vent as the Baron is almost underneath to konk him in the propellor of his helicopter pack.
He chases you around until you jump on top of his inactive dynamos and smack his propellor with two Steel Barrels. This will cause him to retreat to the bow of the sub, where you must bonk him with two MORE Steel Barrels as you dodge the attacks of the first round.
Watch out: the Baron turns on a conveyor belt underneath you to make dodging his weapons difficult and to throw off the accuracy of your Barrel-throwing. One more Steel Barrel to the Baron's rotor forces K. Roolenstein to deactivate the conveyor belt, go astern, and fly directly above you for the final and hardest phase of the battle.
With both dynamos activated, the lower voltage trap shoots a small electric charge from one side of the room to the other (it is an unpredictable pattern). When set down, a Steel Barrel can absorb the electricity, shielding you from getting electrocuted (stay in the Barrel's location to anticipate the attack, then move away from it when you see the charge). do not pick up the Barrel until it stops glowing and both dynamos shut off for a few seconds, after which you must hit the Baron's rotor blade four more times before this nightmare repeats itself. After two hits, the conveyor belt is reactivated to hinder your attacks, so watch out. You will earn the game's last DK Coin from vanquishing the Baron.
Yep, Baron K. Roolenstein is back, and this time he is not going to be so easy to send packing. The insdie fo the submersible has a line of electricity above the floor, meaning that Kongs can not jump, which is further compounded by a machine throwing fireballs all over the floor area. Dodge through the fireballs, waiting for a Steel Keg to appear, which should be grabbed, then lobbed upward into the vent above that is sucking air, but timed so the Keg will land on the flying backpack contraption of the Baron.
Immediately scamper away from the middle of the screen, getting on top of the now energy depleted orbs, then wait for the Baron to fly off to the other side, allowing the Kongs to follow him, pick up a Steel Keg, and toss it into the backpack of the Baron. Repeat this procedure once more, forcing a change in behaviour from the mad Kremling.
The Baron will move to the background area, repeating the same pattern of attack as he did at first (electrical current above with fireballs, though the fireballs start left to right, not right to left), requiring the Kongs to avoid fireballs while waiting for suction in the vents, allowing Steel Kegs to be rolled into the area with K. Roolenstein, hitting his flying backpack. Two hits are needed, causing the Baron to hit a button, causing the floor to start moving in a conveyor belt like fashion. Repeat the same dodge fireballs, grab the Steel Keg, and toss the Keg into the backpack of the Baron via the duct, landing one more hit.
K. Roolenstein returns to the foreground, floating above the ground and the electrical charge. Pick up the Steel Keg, moving over to one side of the screen to watch the electrical orb below the currently lit up one, waiting to see if a pulse of energy emerges. If after a second or so you do not see a pulse, turn and put the Steel Keg down (DOWN + release Y Button), letting the Keg absorb the energy. If the pulse does emerge from the orb, put the Steel Keg down, allowing it to absorb the electrical charge. Pick up the Steel Keg, jump into the air (the electrical current above the Kongs has dissipated for a few seconds), and throw the Steel Keg into the flying contraption of K. Roolenstein's to damage him.
Repeat those steps above in the same conditions, then he will again go back to his favourite nasty trick. Moving the floor while this is going on. Same strategies apply as before, but be careful the floor does not shift the Steel Keg or the Kongs out of position, exposing the Kongs to a nasty shock. Hit the bad man twice, and he will give up the DK Coin.
Wrinkly's Save Cave
Visintg Wrinkly indicates that the Banana Birds are getting restless, and maybe that Funky could help the crew with their efforts. So off to Funky the Kong must go.
Funky's Rentals
So, you arrive to a somewhat surprised Funky, who will distribute the finest vehicle he has ever made the Funky Coptor (really named the Gyrocopter). Perhaps it is time to take this beauty for a spin.
Head southwest from Funky's, arriving at a hill where an escarpment exists, then navigate slowly till the words "Belcha's Burror" appear on screen. That is the place to press the B Button.
Banana Bird #13
Belcha's Burrow
Enter the random set of buttons laid out by the coloured crystals, completing a successful chain of seven to free the odd yet beautiful creature. Move north into a large, never before entered lake, making ways toward the island inthe lake. Hover over it, looking for the words "K's Kache" to appear. That is the place here to press the B Button to land.
Banana Bird #14
Enter the random set of buttons laid out by the coloured crystals, completing a successful chain of eight to free the odd yet beautiful creature. Head for the absolute northeast corner of the island, looking for the words "Hill-Top Hoard" to appear. This is the final place to find, so press the B Button to go after that final Banana Bird.
Banana Bird #15
Enter the random set of buttons laid out by the coloured crystals, completing a successful chain of nine to free the odd yet beautiful creature. With the fifteenth and final Banana Bird freed, it is time to head for the somewhat ominous cloud cover in the northwest portion of the map. However, instead of more trouble awaiting the Kongs, this time they help free the Banana Bird Queen by bringing her children back to her.
Wrinkly's Save Cave
Get the Banana Birds from their temporary home, and they will take the Kongs away. The Banan Birds will free their mother, unleashing her to go after the one who wronged her (K. Roolenstein). Will she be able to do it? Well, play through the game to this point to see if she is successful in her endeavours.