Saturday, August 18, 2018

PrinceWatercress plays Donkey Kong Country 2: Diddy's Kong Quest - Part 11 of 18


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All maps by Tropicon.

Gloomy Gulch


The only thing scary about this place is all the gimmicks you'll be experiencing from stage to stage while trying to find everything.

Ghostly Grove

Bonus areas: Two (2)


I don't even know why there is a Kloak seemingly out of reach at the start. You can tag throw at him to kill him, and if you off-screen him, he's gone forever. The Kloak after that gives you 10 bananas if you stick around long enough.

The ghost ropes will fade in and out. When you see their red eyes blink, they're about to fade out of existence. Be quick with getting where you want to go. Thankfully, it doesn't take the ghost ropes long to reappear.

The first bonus area is after the O. Grab the barrel and hold Up as you throw it. It will take out all the enemies and move slowly, and if you follow it, it will eventually break the wall leading to the bonus area. Keep throwing chests at the Red Zinger until you get the Kremkoin.

If you have not played Klobber Karnage yet, this is where you will first meet Kaboom outside of The Lost World.

Speaking of the O, the DK coin is directly under it. On the platform after the O, you'll want to helicopter spin down the pit and to the left with Dixie. Superjump if you have to. You'll find the DK coin there; just jump into the barrel cannon and you've got it.

The second bonus area is right after the N. You'll have to be quick on the ghost ropes to reach the Bonus Barrel. This time, the ghost ropes will be much slower than the ones you had to climb to get here. If you can helicopter spin off the top of the third with Dixie, you won't have to climb the fourth one.

Haunted Hall

Bonus areas: Three (3)



It's another roller coaster level...except this time you're in a haunted house. If you go to the left at the start and jump, you'll get 20 bananas.

You'll meet a new enemy here: Kackle. This guy cannot be destroyed; all you can do is outlast him. Pick up the green Plus Barrels to add seconds to your time, and avoid the red Minus Barrels that will subtract seconds from your time. If you run out of time, you'll lose one of your Kongs, and if you're unlucky enough, one of your lives.

You'll deal with Kackle four times, and each time you meet him, the stage gets harder and the Plus Barrels give you less times. At the second meeting, you'll be hitting as many Plus Barrels as possible to keep your time at anything above zero seconds just to survive, and for the third meeting, you'll have to avoid all the Minus Barrels, which are everywhere. You can hit one and still make it, but just barely. For the fourth and final meeting, the Plus and Minus Barrels are next to each other, and you'll have to jump carefully to grab the Plus Barrels.

The first bonus area can be reached by jumping at the top of the slope leading downwards after the first gate after the K. Jump to the upper track, then jump again to get to the wooden platform at the top. Ride all the way to the Plus Barrel, then prepare to jump when you get pushed backwards after hitting it. If you can land on all the platforms, you'll get the Kremkoin. When you leave the first bonus area, you'll be able to enter the second one when your cart goes in reverse before going forwards again after dropping. Keep jumping to collect as many stars as possible to get the Kremkoin here.

The third bonus area is past the gate after the end. You'll have to make a short hop just as the car is beginning to fall to make it to the lower track. If you can jump early enough, you can land on that lower track without having to do a superjump on the cart. Either way, you'll be at the third bonus area. Make sure you hit every star so you can get the Kremkoin, and try not to fall into any pits. The cart goes very fast here, and if you slip up just once, you won't be able to come back until you've completed the level or you've died and returned to the checkpoint.

The DK coin is to the left of the end of the target. Run into the wall to get it.

Gusty Glade

Bonus areas: Two (2)



The wind becomes a hazard here. Watch the direction that the leaves in the foreground to see which direction the wind will blow you, as the wind here affects your jumps and can move you into the corresponding direction very, very well to the point that you can do some crazy jumps.

If you tag throw up to the left at the beginning, you can find Rattly, and you'll be able to do some insane jumps. 

The wind does not blow at all on the super narrow platforms where you find the O.

The first bonus area is past the Rattly charge jump after the O. It will be in the air just before the "No Rattly" sign. Watch the wind and jump on the Flitters to get the Kremkoin here.

The second bonus area involves a Cannon and a Cannonball, and you'll find it in the top chest in a group of two chests (the other containing the N). Run the chests into the Kutlasses to free the N and the Cannonball, then wait until the wind is blowing the leaves to the right to get the Cannonball to the cannon. Collect all the stars using the moving Barrel Cannon to get the Kremkoin here.

Sometime after the second bonus area is a really big slope. If you have Dixie Kong, switch to her. Make a running jump to the right and helicopter spin in that direction for as long as you can. You'll get the DK coin at the beginning of your descent, and if the wind is blowing to the right when you first make the jump, you can helicopter spin all the way to the end.

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