Wednesday, August 15, 2018

PrinceWatercress plays Donkey Kong Country 2: Diddy's Kong Quest - Part 6 of 18


Our adventures continue with three more levels from Krem Quay!

All maps by Tropicon.

Krockhead Klamber

Bonus Areas: One (1)


At the very beginning of the stage, grab the DK barrel near the start, then run to the left and defeat a Zinger. Keep going left. Super jump to the left, jump off the Flitter and you'll find four more Zingers. Tag throw your way past them, and you'll end up at the other side. There will be a chest there, and if you destroy all four Zingers with it, you'll get the DK Coin.

This area will have you avoiding the swampy water below as you climb on cattails, avoid Zingers and hit the Krockhead Barrels. Hitting these barrels will cause some Krockheads to come out of the water and help you across. You won't have all the time in the world, however, as they will slowly sink back down.

Not surprisingly, the Klingers - the climbing Kremlings - will make a return here, due to all the climbing you'll have to do. Be careful. If you need to throw, play as Diddy, so you can throw straight ahead.

The Krockheads are back, but some of them will sink in and out of the water, and the water is not the place to be.

The bonus area here is at the "No Squitter" sign. Jump straight up, then tag throw your way straight up to the left of the sign to get there. Here, all you have to do is destroy the Zingers with Squitter to earn a Kremkoin.

Rattle Battle

Bonus Areas: Three (3)


At the beginning of the stage, go all the way to the left and jump straight up. You'll find some pick-ups as well as the first bonus area. Here, you will be jumping on the over-sized barrels to make your way to the top, where you will find a Kremkoin.

Once you're done, go in the doorway.

The beginning of this stage introduces a new game mechanic: the Animal Barrel. This transforms you into the animal pictured on the Barrel, and if you have both Kongs, you'll have an icon of the animal buddy you are currently playing as in the lower-left hand corner to remind you that you have an extra hit.

Since you're playing as Rattly here, you had better get ready to jump off Zingers and hit the occasional charge jump. To make it even rougher, you'll be fighting a lot of Kaboings. Aside from the standard gray one that we have seen all this time, there are the new teal Kaboings, who have a slight delay between jumps as they bound towards you.

Kannon also comes back, too, and at one point, you'll have to jump off a barrel he shoots out just right to make it over a pit near the end. These guys can be bad news, so don't be afraid to charge up the super jump to take them out if you need to.

At one point, you will see openings in the floor as well as a pit where you can barely see a banana at the supposed bottom. Drop into that pit and go left. You'll find the second bonus area, where you will have to jump off Zingers to get the Kremkoin at the end.

Leap into the wall after the first Zinger after the O. You'll find the DK coin amd be shot back up by a Barrel Cannon.

After the N, there is an arrow made of bananas pointing up. Stand below it and hold A to charge up the super jump. You'll find the third bonus area. Rev up that super jump to get all the stars and reveal the Kremkoin.

If you've reached the end and you need your other Kong, go all the way to the right. You'll find an invisible DK barrel.

Slime Climb

Bonus Areas: Two (2)


Main rule of thumb: do not hit the water, whatever you do. If you do, you'll meet Snapjaw, Lockjaw's pink cousin who knows how to home in on Kongs...and you're not going to win.

As the title of the stage suggests, you're going up...a lot. You'll also be tangling with enemies as you go. Be fast, but be ready to fight.


The first bonus area, hit the invincibility barrel hidden behind the Kannon just after the continue point and swim underneath the sail where you found it. Follow the bananas and you'll find the Bonus Barrel. You'll be climbing ropes, helicopter spinning, hanging on hooks and grabbing stars again for another Kremkoin.

The second bonus area is a Cannon. Thankfully, the cannonball is just before it, but you'll have to jump from platform to platform to get it there. Here, you'll be using cannonballs as weapons to take out the Flitters and the Zinger to reveal a Kremkoin. 

There is an invincibility barrel after the second bonus area. Grab it, then swim all the way to the right to get the DK coin underneath the end of stage target. Watch me accidentally fail at getting it and having to go through the whole stage just to get it back!

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