We've finally found Donkey Kong...but this adventure isn't over yet...
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Swanky's Bonus Bananza
K. Rool's Kwiz - 1 COIN
What is the name of this area of the island? K. Rool's Keep
What is the name of old man Kong, who lives in a Monkey Museum? Cranky
Which of these enemies also appeared in Donkey Kong Country? Zinger the wasp
Castle Challenge - 2 COINS
What is the name of the castle level with the rising floor? Castle Crush
How many animal buddies can you ride in the game? 5
What is the name of the flying ghost coat Kremling who throws objects at you? Kloak
Big Ape Bounty - 3 COINS
What is your spider buddy's name? Squitter
How many desks are there in Kong Kollege? 5
How many different baddies do you think are in the game? 30
Toxic Tower
Bonus areas: One (1)
It's Slime Climb Part 2! This time around, the water hurts you as soon as you touch it, and there's no way to make it not do that. You'll also be using Rattly, Squawks and then Squitter to get to the very end. You'll be using Rattly for the whole first half of the stage, and it's a long - and agonizing - drop down if you mess up a jump off either a platform or a Zinger.
Just after the K, you'll see a Zinger on some staircase-like platforms separated by gaps that you'll have to superjump to reach. Kill that Zinger, then drop down from where it was and to the right. You'll find the DK coin. Use the Barrel Cannon nearby to get back up.
Remember to hit the checkpoint above you as soon as you turn into Squawks. Here, you can really blaze your way through the level, especially if you're using Up and Down on the Control Pad.
When you become Squiiter, destroy the first Zinger on the right as you make platform webs to make your way up. You'll find a lone banana that hints at a secret passage that leads to the lone bonus area. Use Squitter's platform webs to get to the top, and don't touch the sides! You'll get a Kremkoin.
At the end of the stage, go to the right of the end of stage target. The slime will sink down a little bit. Go down into the gap near the target, then go all the way to the right for a hidden 2-Up.
Stronghold Showdown
You'll find Donkey Kong...and a Kremkoin! But Kaptain K. Rool takes him away!
The Flying Krock
Well, whaddya know? K. Rool had a bit of a back-up plan in case we made it this far. Now we have to face him hundreds - if not thousands - of feet above the ocean. But we're going to have to deal with brambles again to get there!
Screech's Sprint
Bonus areas: One (1)
Shortly after some vine climbing and platforming, you'll eventually reach the checkpoint and a Squawks barrel. Here, you'll be facing Screech, which comes across as an evil version of Squawks. You'll have to race him to the end of the stage, and if he makes it there first, you lose a life. Thankfully, as long as you're good at flying around with Squawks, you should be able to make it to the end first.
Start moving to the right as soon as the four Zingers next to each other are just above the rope to get past them. To get past the two Cat-o'-9-Tails before the rope climb with the Neckys, jump over the first one, then keep running to the right and jump over the second one. Just keep on going and grab on to that rope, then go all the way up as quickly as possible without stopping to avoid all the Neckys.
The lone bonus area is in a set of wooden platforms above you just before the race. Tag throw your way up there, and you'll find a cannon and a cannonball. Throw the cannonball to the cannon, then jump in. Use Dixie's helicopter spin (don't forget to hit the DK barrel at the start if you need to), and be ready to superjump (the bananas point the way) to get the Kremkoin.
After the O - and all the Red Zingers that come afterwards - you'll find an arrow made out of bananas pointing down. Keep going right, and go left after the DK barrel. You'll find the DK coin.
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