Tuesday, November 6, 2018

PrinceWatercress plays Donkey Kong Country - Part 6 of 7


We're getting close to the end of the game...and it definitely isn't getting any easier!


Elevator Antics

Bonus areas: Three (3)


Superjumping to the right at the start will allow you to grab a rope. Climb up the rope to enter the first bonus area. Spell out "KONG" to get a 1-Up.

There is a set of three ropes with a Zinger moving up and down each of them. If you can climb to the top of the third one, jump to the right and keep going in that direction, you can enter the second bonus area. If you know what you're doing here, you can get an Expresso token and a 2-Up.

After the checkpoint, you'll start seeing the elevators. Believe it or not, these elevators are actually buckets of coal, and I had no idea about this until I wrote this guide almost 25 years after I first played the game. That's interesting.

You will have to play it smart with the elevators, as sometimes the timing on them can feel off, due to the coal elevators coming out at different frequencies at different columns. This can be very apparent when you have to deal with Zingers. Pay attention to where they go, and move where you need to.

You will have to drop down after the steel keg to get the N.

When you find the exit, stop. Take the nearby elevators down to find the third bonus area.

Poison Pond

Bonus areas: none


Welcome to the last underwater area in the game.

If you go through the left-hand wall at the start, you'll find Enguarde.

This time around, you'll have to avoid the mincers while underwater. It starts off easy at first, but it can get pretty hectic as you go through the stage and are forced to find a hiding spot to avoid a fast-moving mincer. Having Enguarde makes this a lot easier, since you can use the dash attack to get away sometimes and you can blow away any enemies that get in your path. You can also find Enguarde shortly after the checkpoint.

Mine Cart Madness

Bonus areas: Three (3)


This is the other mine cart stage in the game. Unlike the first one, where you are in the mine cart at all times, whenever you jump, you jump straight up out of the mine cart and follow it while airborne. This will allow you to perform some impressive acts of bopping enemies on the head and reaching power-ups and bonus areas.

Get ready to jump after the K. There will be a rope, and if you can grab onto it, jump to the right into the nearby mine cart. You'll be able to find the first bonus area, where you can Barrel Cannon your way to to a Rambi token and a 1-Up, if you jump at the gap where there are no bananas.

After the O, if you stay in the mine cart and wait, you can jump to a lower track that leads to an Enguarde token.

Be ready to make some crazy jumps after the checkpoint, especially after the N. If you can time your jump right, you can jump onto a tire suspended in mid-air and into a Barrel Cannon leading to the third bonus area. Match up the three barrels to the token of your choice to win.

Shortly after the G, you will have to jump on Krashs in order to get into mine carts. When you rech the track that arches up and has the Barrel Cannon below the apex, do not leap for it. Wait until you reach the end, then jump to the left off the tires to reach the Barrel Cannon and reah the third bonus area. Use the tire here to get some bananas.

Blackout Basement

Bonus areas: Two (2)


When you enter this stage, the first thing you will notice that the lights go on and off about every 1.5 seconds. Despite this distraction - and the fact that the screen is pitch black when the lights are off - the stage is not as difficult as you would think. Take your time.

After the checkpoint, be ready to take out a lot of Klumps.

Near the end, you will see aluminum platforms with a down arrow on them. Be sure to get off as they move, so you don't go down with them.

The two bonus areas are at the end. The first on eis at the end of the down arrow platforms. Ride the first one all the way down, and see if you can get the N here. The second one is to the left of the exit. Grab the steel keg next to the first bonus area, throw it into the wall, ride it to the end, and let it rebound off the wall to break open the second bonus area. It's another shell game with a 1-Up.

Boss Dumb Drum



Dumb Drum will try to pound you into the ground from above before spitting out enemies. The enemies will be two normal enemies and they will gradually get harder as you go. The more enemy waves you take out, the more times Dumb Drum will try to crush you before bringing out more enemies.

The enemies show up as follows: Kritters, Slippas, Klap-Traps, Klumps and Armys. After the fifth wave, Dumb Drum drops down and explodes.

Chimp Caverns



This is the final world in the game, and that pirate ship is getting even closer. You're almost there!

Tanked Up Trouble

Bonus areas: One (1)


This level is just like Trick Track Trek, but harder. The platform has five lights, and the more lights it has lit up, the more fuel it has. Hit the fuel barrels to light up as many lights as it shows. You'll refill all five at the beginning, but you'll soon only be able to refill three before being able to refill only one near the end. If the platform runs out of gas before you can refill and drops off the track, you lose a life. Thankfully, the site of the checkpoint provides some respite.

The lone bonus area in this stage is at the beginning. Just jump down where the track goes upwards for the first time and see if you can beat the 1-Up shell game.

Manic Mincers

Bonus areas: Two (2)


There's going to be a lot of mincers here, with a lot of them moving up and down. Be careful.

You can get Rambi after the start for an extra hit, but riding him does make you a bigger target. At least he still proves a free hit regardless.

The first bonus area is after the checkpoint. Take out the Kruncha, then use either a barrel or Rambi to take out the wall to the right. Here, you'll be stomping on three Klap-Traps for a 1-Up. After this, be on guard, for the mincer movement patterns will be a little more complex.

There are a series of ledges near the end. If you enter the left opening, you'll find a hidden room with three mincers moving up and down along with the G. Despite it being like a bonus room, it does not add to the game's completion percentage and does not have bonus area music.

The third bonus area is below the tire trampoline at the end of the stage. Use the TNT barrel from the series of ledges or use Rambi to break it open for another 1-Up shell game.

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