We're at the home stretch! A few more stages, and we'll finally be able to rescue DK!
All maps by Tropicon.
K. Rool's Keep
Here we are at last: Kaptain K. Rool's home turf. If Easy Street had an ultimate stop, it's here. You're so close to Donkey Kong! Go get him back!
Arctic Abyss
Bonus areas: Two (2)
Assuming you haven't been to The Lost World at all, this is the first ice stage you'll actually see. Like all ice stages, there are ice physics here and it is definitely possible to slide around like mad, so be careful.
The first bonus area is just after you enter the Enguarde barrel and turn into Enguarde. In the upper-left corner of a nearby room, there is a pair of bananas that are easy to miss. When you see the first Lockjaw in the stage, the water will rise, allowing you to go up there. Stand where they are, face left and supercharge into the wall with A. You'll open up a hidden door that takes you to the first bonus area. Use the Y button to grab as many stars as you can. Being able to turn around and keeping hitting Y as you go from side to side as the water recedes will make this easier. It may take a few tries, but you'll eventually get the Kremkoin.
The DK coin is right after the continue point. After a long vertical passage, face right and supercharge. You'll be able to get to the platform where the DK coin is, at least.
The second bonus area is after the G. There is a shaft you can go down. Go down it and swim through the wall to the right. You'll find the second bonus area. Grab the chest and send it into all the Zingers. As easy as this can be, it's even easier if you're Dixie. Killing all the Zingers will net you the second Kremkoin.
Windy Well
Bonus areas: Two (2)
The level order is different depending on which version of the game you're playing. If you're playing the Super Nintendo version, you'll play Windy Well, then Castle Crush, then Clapper's Cavern, and you can only save after beating Windy Well. If you're playing the Game Boy Advance version, it will be Clapper's Cavern, then Castle Crush, then Windy Well, and you can only save after beating Clapper's Cavern. Apparently Rare figured out Windy Well was a bit much for the second level of the world and switched places as far as this and Clapper's Cavern were concerned.
Drop down the center of the first pit you see to get the K.
The leaves are back, and so is the wind. This time around, you'll be going up and down in it. When the leaves are going upwards, you'll be held up in the air. Holding Down on the Control Pad will allow you to ascend more slowly, and holding Up to ascend more quickly. When you reach a certain height, you'll drop down to the lowest one before the wind raises you up again.
When flying between Zingers, hold Down on the Control Pad and start making your move as soon as you are at the lowest possible point.
The first bonus area is after the O. Make your way past the crook, then run and cartwheel off the ledge to the left...but don't jump. Keep holding Left and you'll sail past the Zinger and onto the platform housing a Bonus Barrel. This one is dead easy: just let the wind carry you up at the left-hand side, then get on the hook, jump off to the right and kill all the Flitters to get the Kremkoin.
If you jump for the N (or the extra life just before it), the wind will start carrying you up and down. Only grab them if you know what you're doing and you really, really want them.
After the N is the DK coin. After the two Krooks, hold Down and Right on the next jump. You'll fly past all the Zingers and grab the DK coin.
The second bonus area is at the end. When you see the "No Squawks" sign, jump to the lower platform, then lure the Yellow Klobber to the left. Jump on him, then grab him and send him right into the Kutlass. This frees the path to the second Bonus Barrel. Get on Squawks and collect the stars, and use Up and Down on the Control Pad to get all the stars as quickly as possible, because the game expects you to know this by now.
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