Monday, August 13, 2018

PrinceWatercress plays Donkey Kong Country 2: Diddy's Kong Quest - Part 2 of 18


In this video, we finish off the rest of Gangplank Galleon before heading off to Crocodile Cauldron!

All maps by Tropicon.

Lockjaw's Locker

Bonus Areas: One (1)



Welcome to the first underwater stage of the game! It definitely won't be the last.

If you explore the level, you're bound to find some bananas and even some Banana Coins.

The Warp Barrel is pretty easy to access. All you have to do is swim to the right until the water level rises, then go back to just after start and move all the way up just to the left of where the first DK barrel is. You'll be able to skip to the end.

There is one bonus level in this stage. Stay low at the beginning of the level, and you'll find Enguarde the Swordfish in a crate past the K. From there, move up on the wall of three bananas, and you'll move through a crate to a secret room with the letter A written out in bananas.. Aim at the big crate to the right and hold A to open a hidden passage to the stage's sole bonus area, where you will have to go through a maze where a Kremkoin waits on the other side.

Enguarde's back for more underwater action after the first game. You can move him around in any direction with the Control Pad while underwater, while Y allows you to stab forward. Holding A will allow you to do a superstab that moves forward very quickly and cuts through any enemies in Enguarde's path, as well as open paths to bonus areas.

Enemies you will meet here for the first time include Flotsam and Jetsam (manta rays who either move in one direction or move back and forth; Flotsam is the former and Jetsam is the latter, and Jetsam is a green shade compared to Flotsam's blue), Shuri (a starfish who will bounce off corners but will also wait for you to come close and charge at you), Lockjaw (the titular orange fish who will telegraph his attack by chomping his teeth three times before lunging at you) and Puftup (a puffer fish that can inflate and deflate, but can also pop itself and send four spikes either horizontally and vertically or diagonally).

The DK coin can be easily reached at the end. Either superdash to the right at the trail of bananas after the G with Enguarde. If you do that, and the water level sinks on you, you can still move Enguarde around by repeatedly pressing Y. If the water level is already down and you have both Kongs, you can easily jump up and tag throw up and to the left near the end to get it.

Swanky's Bonus Bananza


For a few banana coins, you can play new Kong family addition Swanky Kong's game show where you answer questions about the game. The more coins a category is worth, the harder the questions. The harder the questions, the more lives you'll get when you get all three questions of a category right. The first category gives you one, the second two and the third three.

Even better, each world has their own set of three categories, which each category having their own set of three questions - no repeat questions here! If you want to play the games again, you'll have to reset the game.

Swanky's Swag - FREE


What is my name? Swanky

What is the first enemy that you see in the game? A furry rat

What is the name of this area of the island? Gangplank Galleon

Pirate Puzzler - 1 COIN


What button do you press to run? Button 'Y'

What is the name of the first level in the game? Pirate Panic

What is the name of the enemy boss who has kidnapped Donkey Kong? Kaptain K. Rool

Chimp Challenge - 2 COINS


In the first level of the game, how many windows did the Kaptain's Kabin have? 4

What is the name of the first rigging level? Mainbrace Mayhem

In the first level lof the game, which of these is NOT a background object in the Kaptain's Kabin? A gun

Topsail Trouble

Bonus Areas: Two (2)



At the vey beginning of the stage, you'll be introduced to Rattly the Snake, a new animal buddy who is introduced to the series in this game. He can do some very high jumps, and while pressing Y does not do anything, holding A allows you to charge Rattly up for a super jump. Just hold A until he bobs up and down really quickly, then let go. You'll never know what you'll find - or run into - with that big boost.

Also at the start is the warp barrel, which is located underneath the starting platform where the wooden mast is. There are two ways to get there: either move off the right edge of the lower edge with Rattly and jump as you drop, or cartwheel/ponytail spin off the right, keep holding Y and jump to the right on that platform. You'll be at the end.

By holding the Control Pad in the direction you want to and pressing and holding Y at the end of a platform before jumping allows you to do a super jump with Diddy or Dixie

The stage is split into two halves. The first has you jumping up platforms (if you have Rattly) or using hooks to get around (if you don't). The second half has you climbing ropes. This is where your rope climbing skills will be put to the test.

The first bonus area is just after the second mast you have to jump up. From there, you can use a Rattly superjump or a tag team throw straight to reach the platform as well as the Bonus Barrel above. Here, you'll have to jump on all the Flitters whom you will get to know throughout the game as either normal enemies or a way to reach a secret, depending on the situation - to get the Kremkoin.

The chest works like a crate or a barrel, but if you send it into an enemy, 

The second bonus area can be found near the two dragonflies - known as Flitters - that you will meet at the rope climbing half of the stage. When you see them, there will be an invisible hook to the right of them. Use that hook to jump to the left and bounce off the Flitters to reach the Bonus Barrel. Here, climb to the top and avoid the Flitters to get the Kremkoin.

The DK Coin is to the right of the second bonus area. After climbing up twice, jump to the right from the upper-right corner of the ropes and use Dixie's helicopter spin. You'll find the DK Coin.

If you go to the right of the exit, you'll find a 3-Up Balloon which can make up for the lack of a 1-Up in case you don't find all the Kong letters.

Funky's Flights II


Funky's Flights II works much like the last game. Take the Biplane Barrel - which replaces the Funky Jet from the last game - and you can use it to go to previous worlds that you have already been to. Unlike the first game, however; it will cost you two Banana Coins to fly somewhere. You can use it to save your game in earlier worlds when you're trying to complete another one, but you'll have to find the place first.

Krow's Nest


Krow is the first boss of the game.

For the first two hits, Krow will drop an egg with his feet. When it reaches sail level, jump on it, then grab it and send it into him. You may have an easier time hitting him with Dixie, as you can grab an egg and smash it into him from underneath.

For the third and fourth hits, Krow will knock eggs off the mast. Jump on an egg if it lands on the sail, then grab it and send it into Krow. After the fourth hit, that's it.

If you tag throw up to the nest, you can find two Banana Coins.

When you beat Krow, you'll be able to continue to the next world, Crocodile Cauldron.

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