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This guide is not to be displayed on any site other than GameFAQs. Plagiarism is a federal violation. Please refrain from using this guide for anything besides personal use. Thank you for your cooperation and support. ********************************************************************** TABLE OF CONTENTS: A) Introduction B) Storyline C) Moves/Controls D) Kong Family Tree E) The Brothers Bear F) Animal Buddies G) Kremling Index H) Item Index I) Minigames J) Lake Orangatanga K) Kremwood Forest L) Cotton Top Cove M) Mekanos N) K3 O) Razor Ridge P) Pacifica Q) Kaos Kore R) Krematoa S) Banana Bird Locations T) Secrets U) Credits ********************************************************************** A) INTRODUCTION ********************************************************************** Oh dear. It's another ramblesome FAQ by Shining Espeon/Shining Suikun filled with needless commentary and bypassed innuendo. This time, it's a complete in-depth walkthrough of a port of my favorite platform game of all time - Donkey Kong Country 3! Like the previous two ports, Rare has done a bit of tweaking to the overworld locales, and even added a few new stages for your enjoyment. So whether you're a veteran of the original or are new to this game altogether, it is my hope that this guide is of assistance to you, or I will have needlessly wasted countless hours of my life. ********************************************************************** B) STORYLINE ********************************************************************** After K. Rool had his arse handed to him twice in the pirate business, he's decided to "upgrade" into the world of robotics and science. Not happy with only capturing Donkey Kong this time, he also captures Diddy as well! He has also brainwashed the Kremling population into following his command under his latest robotic creation - Kaos. However, K. Rool seems to have forgotten that there was another Kong who thwarted his last plot, one who did pretty much all the work - Dixie. Startled by the events, Dixie immediately dashes off to find Wrinkly Kong, whom advises her to visit Funky Kong. After Dixie meets up with Funky, she meets Kiddy Kong, a giant baby Kong with a terrible temper and the strength of a pro wrestler. Together, they venture off to the Northern Kremisphere to kick some Kremling arse one more time. ********************************************************************** C) MOVES/CONTROLS ********************************************************************** CONTROLS FOR BOTH: - JUMP: A - PICK UP: Hold B while standing in front of an object such as a Barrel to pick it up. Keeping holding onto B until you wish to release the object. - THROW: Start by picking up a Barrel. To release the Barrel, simply let go of B while facing the direction you want. You can also throw an object in midair by letting go of B in the middle of a jump. - SWIM: While submerged in water, repeatedly press A to tread. Doing so rap- idly will increase your altitude in the water, as well as increase your speed. You'll float down automatically, but to submerge quickly, simply hold Down on the D-Pad. - RUN: Hold B while moving in the direction you want. - CLIMB: When you leap toward a rope, you Kong will automatically grab onto it. Controls will switch to the vertical directions for ascending andn des- cending. To speed it up, simply hold A while moving up or down. - SWITCH: Select CONTROLS FOR DIXIE: - BODY SLAM: Press R to lift Kiddy onto your shoulders. Due to Kiddy's girth you will not be able to move very rapidly while carrying him. However, his extra weight can come to your advantage when it comes to breaking cracks in the floor. Toss him with B. You can control the direction of your toss with the D-Pad, or for higher tosses, by leaping. You can also defeat enemies by tossing your partner, but if they hit a Buzz or an attacking enemy, you will lose that Kong. - TWIRL: Press B while walking or running to execute Dixie's Twirl maneuver. Dixie will spin through and knock out any vulnerable enemies. The speed of her Twirl will increase the faster you are moving. It is not as effective as Kiddy's Roll maneuver, however, and does not travel as far. - HELICOPTER SPIN: The Helicopter Spin is perhaps the most useful move in the entire game. In the process of a jump, press and hold B to execute the move, which sends Dixie twirling in a drift which lasts until she hits solid ground. This move is incredibly useful when it comes to crossing large gaps, collecting items on small hinges, or timing in general. - BARREL RIDE: The Barrel Ride is a fairly tricky move that can only be exe- cuted in certain places, and the game never requires it be used, but it's a fun way to destroy floorbound enemies. Pick up Kiddy just like you would for a Body Slam (see above), and through him against a wall. He'll roll back along the ground, and can actually be ridden by jumping on top of him. You will knock out any enemies in your way save Buzzes) until you hit another wall. CONTROLS FOR KIDDY: - TEAM TOSS: In a similar fashion to Dixie's Body Slam, press R with Kiddy in front for a Team Toss. Kiddy can throw Dixie much higher than vice versa, which is useful for accessing certain Bonus Barrels and other goodies, but cracks in the ground cannot be broken. - ROLL: Like Dixie's Twirl, presssing B while running will make Kiddy roll into enemies. This roll is more powerful than Dixie's twirl, and travels a farther distance and faster speed, as well. - WATER SKIP: The Water Skip is perhaps the trickiest move in the game to master. Begin by rolling off a ledge onto a body of water. Immediately when you come in contact with the water, press A, while holding in the direction you want to travel. If done correctly, Kiddy will bounce off the water. The goal is to do this continuously until you reach the opposing ledge. This is the only method of reaching certain higher ledges. ********************************************************************** D) KONG FAMILY TREE ********************************************************************** WRINKLY KONG: Since Rare has implemented a save feature which can be accessed any time on the world map, Wrinkly's Save Cave is pretty much useless. Instead, she is now meditating in a shrine built to honor the Banana Birds. Each Banana Bird you retrieve will automatically fly over to Wrinkly's Retreat. Once you have rescued all of them, return to Wrinkly's Refuge for a final surprise. FUNKY KONG: Funky Kong owns a rental shop in the Northern Kremisphere which is no longer simply limited to Barrel Planes. He has also come to his senses and realized that he's on your side, and won't charge you for use of his vehicles. Having received a slight face-lift from the Super NES version, you can rent various types of vehicles that will enable you to access new regions of the Northern Kremisphere. When you begin the game, Funky will only have a dinky motorboat available. But as you progress through the game and beat new bosses you will receive items that will allow Funky to build you newer vehicles. Also, stop by when you have collected every single DK Coin for a special surprise. He also hosts boating minigames, information for which is available in the Min- igames section. SWANKY KONG: Swanky's Sideshow has been replaced by Swanky's Dash in this version. Eager to test his latest invention, Swanky will let you dash through his pipe-like tunnel for a test run, totally free of charge. Swanky will offer you rewards depending on how well you do on his course, more information and strategies on which is availalable in the Minigames section. CRANKY KONG: Cranky has finally snapped out of retirement and babbling about useless junk on his rocking chair, and entered the age of Kung-Fu! He would like you to help him train for his big debut in "Cranky Kong Country". In doing so, you must deflect flying Bristles with a shield using Cranky in his karate uni- form. More information is availalable in the Minigames section. ********************************************************************** E) THE BROTHERS BEAR ********************************************************************** BAZAAR BEAR: Bazaar owns a general store in the southwestern sector of the Northern Krem- is phere, right next to Funky's Rentals and Wrinkly's Retreat. He has a few useful items up for sale for a fee of several Bear Coins. The shell costs 5 coins, the Box of Chocolates costs 20 coins, and the Mirror costs 50 coins. These items are important for trading with other Bear Brothers. Bazaar also sells information for a relatively cheap cost, though none of it is particu- larly useful. BACHELOR BEAR: Bachelor Bear truly is pathetic. He hopes that one day, his fancy island and pad will attract a sexy female bear, but he needs you to purchase him a Box of Chocolates and a Purple Flower. Bazaar sells the Box of Chocolate for 20 Bear Coins while the Purple Flower can be traded up for using the Red Flower first given to you by Bachelor. BRASH BEAR: Brash Bear is the track champion of the Kremwood Forest holding the Northern Kremisphere's record for the fastest time in Riverside Race. He'll do noth- ing but brag about his easily-beatable time. Beat his time, however, and he will pound his desk in a furious rage, causing one of the trees to collapse outside! From that point on, he will want to have nothing to do with you. BLUNDER BEAR: Blunder Bear is the mastermind behind all the conspiracies and rumors behind JFK, Atlantis, the resurrection, etc. He's a terrible blabbermouth that will "accidentally" tell you about forbidden secrets in the Northern Kremisphere, though his information really doesn't go anywhere past the secret to raising the Lost World of Krematoa from the deep. BLUE BEAR: Blue is down in the dumps because he thinks nobody remembered his birthday. The only one who really cares about Blue is his brother, Blizzard Bear, who lives up in the icy mountains of K3, and certain "conditions" have blocked off all communication. Pay Blizzard a visit and see if you can solve Blue Bear's conundrum. BRAMBLE BEAR: Bramble is the botanist member of the Brothers Bear. He seeks a rare flower that grows on Bachelor Bear's Island which will be given to you fairly early in the game. He is also concerned about the environmental problems caused by Mekanos. Defeat Kaos to receive a treat from him. Tell Bramble he can keep his pants on for the meantime, and he can keep his pants on afterwards, as well. BAZOOKA BEAR: Bazooka demands some respect, kids! He is a war hero, for crying out loud! Sure, he is a former Nazi and killed a bunch of good monkeys, but everyone kills somebody else once in a while. Circle of life. Bazooka is looking to fire up his trusty old cannon, Big Bessie, once again. Since DKC3 removed DKC2's Cannonball item, be on the lookout for the next-best thing throughout your adventures. BARTER BEAR: Barter Bear is a self-proclaimed business bear of a legend. He is all about smooth talk, and even has a somewhat-private obsession about his looks and appeal. Bring him a mirror from Bazaar's General Store and he will swap you for some dinged-up old wrench you can bring to Bjorn Bear. You'll also need to pay Barter a second visit later in the game for some further item-swap- ping. BLIZZARD BEAR: On a climbing expedition, Blizzard Bear has been snowed into his cabin, with no possible methods of escape. Worse yet, he's missing the birthday party of his brother, Blue Bear. Drop by Blizzard's cabin and see if you can do him a favor. BENNY BEAR: Benny runs a chairlift in Razor Ridge which can transport you across the overworld - free of charge! His brother, Bjorn Bear, also runs a chairlift, but does not seem to be having much luck with it, unfortunately. BJORN BEAR: Bjorn is benny Bear's brother who operates a chairlift on the other side of Razor Ridge. His chairlifts aren't working, however, and are in need of some good "wrenching" to resume operation. Trade up with some of the other Brot- hers Bear to see if you can find a solution. BARNACLE BEAR: Barnacle Bear is one of those retired old geezers that will willingly talk your head off unless you whack him over the head with a shovel. But hey, at least he doesn't repeatedly spout off random BS like Cranky. Recolcated from being stranded on an island in the middle of Lake Orangatanga to the shores of Pacifica, Barnacle will give you a Banana Bird if you bring him a shell from Bazaar's General Store. BAFFLE BEAR: Baffle is the almighty father of such codes, rumors, and hacks as Mew in the truck, Luigi on the rooftop, Sonic in SSBM, and all those defective sharking devices that seriously screw up your games. Well...not really. Baffle claims there is no code he can't crack - except for one, which supposedly reveals the secret of the Sewer Stockpile. Trade up with the others to find a poten- tial solution for him. BOOMER BEAR: Boomer sure likes his explosives. All of his gizmos and gadgets are far too destructive for the outside world, so he's set up refuge in the Lost World, Krematoa, so he can be free to test his experiments and bombs without any risk to anybody but himself. Bring him 15 Kremcoins, and he will blast away one of the boulders in Krematoa, allowing you to access a new stage. Keep bringing him Kremcoins to open up new stages, and once you collect all the cogs from completing those stages, prepare for something especially dynamic. ********************************************************************** F) ANIMAL BUDDIES ********************************************************************** ELLIE THE ELEPHANT: At a first glance, Ellie may look like the DKC3 equivalent of Rambi, but in reality, they are radically different. Ellie can pounce on most enemies and defeat them, but she cannot ram them over. Her signature tactic comes from spraying water at enemies. She can only spray water from retrieving it from a source, however. This is done by standing either on a ledge overlooking a river or in front of a waterfall and holding R until the water meter in the lower-left corner of the screen fills up. This marks the number of shots you have until you have to replenish your water upply. Ellie can shoot water by pressing R, which can also be done in the middle of a jump. Most Kremlings (Save Red Buzzes and the like) will be defeated with simply one spray of water. If not near water, Ellie can use this tactic as a vacuum to suck Bar- rels from out of treacherous areas, like from underneath low-lying Buzzes. Ellie's other signature tactic is picking up barrels with her trunk. Pick up a Barrel by pressing A while standing in front of one. Ellie will then pick up the Barrel, and automatically carry it around until you want to use it as a weapon. Press B again to hurl it straight ahead. One thing you should know about controlling Ellie is that she's absolutely terrified by Sneeks, and if she spies one in the light (meaning she won't be affected in the darkness), she will immediately run charging the other way. SQUITTER THE SPIDER: For the most part, Squitter remains unchanged from Donkey Kong Country 2. The only real difference is that he can now use his web platforms to bridge enemy barrels across. For those unfamiliar with Squitter's control scheme, it is arguably the most confusing set-up of all. Squitter can jump, but he cannot hurt enemies with a pounce. Do that and you'll take the hit, instead. In order to defeat enemies, you must fire webs by pressing B. The altitude these webs are shot at can be altered by holding up or down on the D-Pad while pressing B. Squitter can also launch webs that form into platforms, which are incredibly useful for either crossing over hazards or reaching higher places. Press R to launch a platform web. Press R again where you want the platform to form to make it stop. You can then jump on the web, but note that each of these webs are only temporary, so you will want to move relatively quickly. Both kinds webs can also be shot in mid-air, as well. ENGUARDE THE SWORDFISH: Enguarde remains 100% unchanged from the last time you saw him. He iss pretty much your best (and only, for that matter) friend underwtaer. His sword-like bill can pierce through any underwater enemies at high speeds, with the ex- ception of enclosed Lurchins. By holding onto B, you can also charge him up for a super charge, which will propel Enguarde forward at an insane speed until you come in contact with a wall (you can change altitude while in this charge). Note that you will lose Enguarde if he is hit anywhere not around the bill the bill, hit by some sort of projectile, or rams into a Lurchin's spiny shell exterior. SQUAWKS THE PARROT: There are two different versions of Squawks in this game: Green and purple. The Green Squawks is pretty much the same as he was in DKC2. He can fly Dixie and Kiddy around the stage by repeatedly pressing A to gain altitude. He can also spit coconuts by pressing B. These conconuts can defeat any enemy they come in contact with. When descending with Squawks, hold up on the D-Pad to decrease the speed of your drop. The Purple Squawks is an alternate breed that appears in only a select few stages. It flies exactly the same as the green Squawks. The difference, however, is that it lacks the ability to spit coconuts. Instead, it must attack by lifting Barrels with its talons and dropping them on top of enemies. To pick up a Barrel, carefully land over- head the barrel and press B. While carrying a Barrel, you can still fly, and the barrel will stay in Squawks's talons. When you're ready to release the barrel, press B again, but make sure you are facing the correct direction while doing so. Note that you do not have to release a barrel to defeat an enemy. It will instantaneously bust if it makes contact with an enemy when carried, but can be a useful tactic in certain cases. PARRY THE PARALLEL BIRD: Parry is different from the other animal buddies in that he doesn't actually give you a ride. Instead, he will fly directly over you, staying parallel to your every jump and movement. Parry has no way of attacking enemies, and if he gets hit just once, he is gone for good. So what in the hell is he good for, you ask? Well, basically, your goal is to keep Parry alive until you reach the No Animal Sign. If you do so, the reward will generally be fairly substantial. Often times on more difficult treks, Parry will turn into a Bonus Barrel which can only be accessed once. On easier treks, he may simply become an Extra Life Balloon. Keeping Parry alive can be a tricky task, see- as how certain enemies are intentionally positioned for the sole purpose of taking him out. You will want to make leaps to make Parry leap over certain hazards. ********************************************************************** G) KREMLING INDEX ********************************************************************** ARICH: Arich is the big, bad arachnid overseer of the Kremwood Forest. He has also stolen one of Funky's patches, and to retrieve it from him, it is gonna take a few barrels on the chin. Watch out for his toxic spit wads that bounce off the sides of his tree. More info is included in his boss stage strategy un- der Arich's Ambush. BARBOS: The mother of all Lurchins, Barbos is the area guardian of Pacifica, instead of her original hideout in Razor Ridge. She has an army of baby Lurchins at her side as well, providing a few extra thorns. You can only face her as En- guarde, so make sure your Enguarde skills have been mastered before taking on this underwater titan. Defeating Barbos will open up the passageway to Kaos Kore. More info is available in her boss stage strategy under Barbos's Barrier. BARON K. ROOLENSTEIN: K. Rool is back, and this time, not as a loony pirate with an oversized toy cannon. He has entered the world of science and technology, springing forth with his mechanized creation - Kaos - to spread terror and disorder across the Northern Kremisphere and command a new robotic army of Kremling legions. Worse yet, he's using the original DKC main cast as his power source! More info is included in his boss stage strategy under Kastle Kaos and Knautilus. BAZZA: Bazzas will emerge from designated holes in the coral, swimming rapidly in a straight beeline towards an adjacent hole on the other side. Bazzas often have some sort of pattern to how they emerge. Some swim out in groups of two or three, while others may simply continuously pour out. Wait for the right time to navigate through. If you have Enguarde, however, you can take them out with a single pierce. BAZUKA: Bazuka is a trigger-happy red Kremling armed with an endless supply of Bar- rels ready to be fired out of his cannon. Types of Barrels fired will vary, and as long as they are not TNT Barrels, you can use them to your advantage by bouncing across sets of them (He's like the DKC3 equivalent of Kannon). If he is firing Steel Kegs, you can even use those to knock out Koin! In certain stages, you can also hit Switch Barrels to alter the types of Bar- rels that Bazuka fires. BELCHA: The area boss of Lake Orangatanga. He'll spit an endless supply of Barrels out of his mouth while attempting to shove you over the left ledge. Knik- Knacks will break out of the Barrels, which can be used to propel Belcha backwards into the pit behind. Toss one in his mouth, and he will let out a huge belch, hence his name. More info is included in his boss stage strat- egy under Belcha's Barn. BLEAK: The area boss of K3, Bleak is unlike your ordinary boss in the sense that the battle does not take place on a single 2-D layer. He will appear in the background, hurling snowballs at you in the foreground. Your objective is to hurl your own snowballs back at Bleak in the background when his weakness is exposed. More info is included in his boss stage strategy under Bleak's House. BOOTY BIRD: Booty Bird can be more of a friend than a foe. It generally does not stray from a stationary airborne position, meaning it is not likely to pose a big threat. However, the incentive for defeating Booty Bird (by normal attack methods and barrels) is that an item is generally hidden behind, whether it be a Banana Bunch, an Extra Life Balloon, or even a Steel Keg needed to take out Koin. BOUNTY BASS: The underwater equivalent of Booty Bird. Bounty Bass are bright red fish that are not very agile, and often hide loot behind them. Defeat them, and they will burst revealing the prize behind. Note that you'll have to be rid- ing on Enguarde to swipe their booty, however. BRISTLES: Practically a clone of Spiny from DKC2, Bristles are bushy porcupines that can only be defeated by a spin or a roll. Jumps will only create a nasty prick in your monkeys' feet. Bristles actually comes in two different vari- eties - walking and rolling. Walking Bristles can be defeated by the methods explained above, but the rolling Bristles can roll down ledges and cannot be defeated with your own rolling attack. Either use a Barrel or simply avoid. BUZZ: Buzzes will, without a doubt, be the bane of the entire adventure. They are basically the equivalent of Zingers, though mechanical, but this game has such an immense surplus of them. Often found in packs, Buzzes will either fly back and forth, rotate an area in a circular pattern, or simply remain still as an airborne obstacle. Naturally, Buzzes cannot be stomped on or rolled into without hurting yourself instead. Green Buzzes can be knocked out by tossing any kind of Barrel, including Steel Kegs. Red Buzzes, on the other hand, cannot be knocked out by anything other than TNT Barrels or fuel from a Rocket. GLEAMIN' BREAM: Gleamin' Bream is a red Bounty Bass that only appear in the Floodlit Fish stage. If stabbed by Enguarde, a Gleamin' Bream will illuminate the entire area around you for a short period of time. Repeatedly jabbing these creat- ures throughout the stage will help you navigate dark treacherous waters by enabling you to see where the hell you are going (though if you are playing on an SP, you may be able to manage without). KAOS: Kaos is Baron K. Roolenstein's greatest creation, which he is using to rule the Kremling population of the Northern Kremisphere. Donkey and Diddy are being used as the main power source, complicating matters. You will battle Kaos two different times over the course of your adventure. More info is included in his boss stage strategy under Kaos Karnage and Kastle Kaos. KARBINE: Karbines are homocidal owls that run the factories in Mekanos. Although you cannot actually be harmed by Karbine himself, each Karbine carries a cannon in their talons, which drops a giant fireball to the ground at specific set intervals. Generally, each set of Karbines has some fixed pattern to when they fire. Often times you will have to weave through a series of Karbines which all fire at different times, so timing is they key to passing these airborne nuisances. Karbines cannot be defeated, either. A helpful bit of knowledge to keep in mind is that once fireballs hit the ground, they will bounce into the foreground, and you can no longer be harmed by them. KLASP: Klasps are kamikaze Knockas that like to hang out on ropes. If you hit one, it will detonate on contact, wiping out itself and one of your partners. There are three different breeds of Klasps you will encounter. The first simply moves back and forth quickly on a rope, and can be avoided easily by timed leaps. The other kind is much trickier. It will stay stationary on a rope, moving parallel vertically to you wherever you climb. The trick is to out-run these creeps. Klasps cannot move across rope as quickly as you can, so jump up or down ahead of it, then immediately jump again to the next safe rope. (Often there will also be a consecutive series of these kinds of ropes you must pass). The third breed is exclusive to the GBA version, only found in the Stormy Seas stage. It acts similarly to Kobble, only if it hits you, it will explode (like Kaboom in DKC2). Stomp on them, and they can be used as regular TNT Barrels. KNOCKA: The equivalent of Klobber. Knockas are Kremlings disguised as Barrels that will attempt to ram you whenever you draw close. Knocka Barrels are easily recognizable, as they are painted green with dumb faces on them. To defeat a Knocka, simply bounce on its head when it begins running. This will tempora- rily stun it, enabling you to use Knocka's Barrel just like any other Stan- dard Barrel. KOBBLE: Basically Kritters with a fancy new name. Kobbles are not very intimidating in the least bit. Generally, they'll simply mindlessly patrol a select area, setting themselves up for an easy pummeling. Pretty much all attacks will work. Just do not get careless or anything, which is actually more likely to happen than one may expect. KNIK-KNAK: Like Booty Birds, Knik-Knaks can be more helpful then harmful. These large red ladybugs generally do not move from their stationary airborne position, making them simple to defeat. Oftentimes, you will be required to use Knik- Knaks as stepping-stones across chasms or enemies. Note that you will only get one chance to cross, however, because they don't revitalize. The yellow breed that appears in Belcha's Barn and a few other stages cannot fly, but can be picked up and tossed as weaponry. KOCO: Kocos are clown fish that pose as relatively docile underwtaer enemies, at least when compared with Nibblas and Lurchins. Most of the time, they will simply swim back and forth at a fairly steady rate, making them relatively simple to evade and swim past. Kocos come in two different varieties - Green and Red. The color does not make a difference, however. KOIN: One Koin is hidden in each stage, holding an elusive DK Coin in their alloy shield. Regular attack methods prove ineffective against Koin's brass armor, and even TNT Barrels will not cause the slightest of damage. The only way to claim Koin's booty is to hit him from behind with a Steel Keg. This may be tricky, considering how Koin will face whichever direction you happen to be. The simplest method is tossing the Keg over Koin's head and watching it ric- ochet off a wall behind him, but some cases may require you to be a bit more "creative". Steel Kegs will generally form and reform nearby Koin, but there are some exceptions where you will only have one chance. KOINDOZER: Koin's pink cousin only appears in the Koindozer Klamber stage in Kaos Kore, but unlike Koin, Koindozer does not simply stand around blocking your attacks with a garbage can lid. Rather, Koindozers are very mobile, constantly trying to ram you off ledges. Since Koindozers cannot actually be defeated, the saf- est method of bypassing them is to land on top of their shields, since they will face you in a similar manner to Koin. If you get caught in a Koindozer's charge, do not fight it, but rather jump the opposite direction and backover. KOPTER: Kopters are airborne Kremlings that propel themselves by rotating helicopter blades. Needless to say, these blades are harmful, and their sturdy armor makes them completely invulnerable to any form of attacks whatsoever. None- theless, the best strategy in evading a Kopter is to watch for patterns. Generally, Kopters will move vertically or horzontally from one side to the other. Wait until they pass by then enter their trajectory path, getting out as quickly as possible. Note that Kopters' helmets are not harmful, meaning you can bounce on top of them as they ascend to reach higher ground. Also, the Kopters in Kong-Fused Cliifs are far less predictable as they come into view, so stay as close to the bottom of the screen as you can in that stage. KRIMP: A close relative of KlapTrap and Klampon. Most Krimps are slow-moving purple alligators who want nothing more than to take a bite out of your Kong. They can be easily-defeated with a simply stomp on the head. Note that you cannot roll into them, however. Krimp's giant teeth will take a snap at you if you attempt to do so. Later in the game, Krimps will move much faster, often speeding up as they approach you. KROCTOPUS: Like Kerozene in DKC2 GBA, Kroctopus is a boss exclusive to this version of DKC3, replacing Barbos in Razor Ridge. He will extend his tentacles towards you as you leap around the arena. Tricking him into clutching conveniantly- placed bombs will fry this squid...err, Kroctopus. More info is included in his boss stage strategy under Kroctopus Krush. KRUMPLE: Kruncha clone. Krumple is a big, bad, muscle-bound blue Kremling that can only be defeated by Kiddy. If Dixie attempts to bop or roll into Krumple, he will only get angrier and charge at you even faster than before. If you do not have Kiddy at your immediate disposal, either use a Barrel or simply hop over him. KUCHUKA: Knocka's purple cousin will stay stationary, hurling bombs at you from a distance. The number of bombs tossed in a set various between each Kuchuka, and have about a one-second interval between sets. These bombs will land in the same spot every time, so predict their field and move when safe. Note that Kuchuka cannot be defeated, but some good duck-and-cover methods should help you avoid this clown easily. KUFF N' KLOUT: The Kuff N' Klout twins are a duo of muscle-bound Kremlings that inhabit the treacherous secrets of Krematoa. They generally have one of two attack pat- terns. The first is a simple charge, where they will both consecutively dash in one direction or another at a speedy rate. Rapid reflexes should help you leap over these fellows with ease. The second attack is the alternating jump sequence, which is much trickier to dodge. They'll take turns leaping, but they will both land in the same location. Wait for the first to jump, then run underneath, waiting for the second to leap over you. Be aware that some- times leaping Kuff N' Klout will use a charge attack when they reach an op- posing side. LEMGUIN: Evil penguins that inhabit the frozen tundra of K3's Lemguin Lunge stage. A seemingly-unlimited amount of Lemguins will continuously spew out of holes in the ground, sliding along the ice until the reach another hole which they will dive into. Each set of Lemguins travel at the same speed but the speeds will vary from set to set. Lemguins can be defeated with a simple bop on the head, and bouncing across a series of Lemguins at a time can prove to be useful as long as you do not make contact with their sharp beaks. Note that rolling attacks will not work, however. LURCHIN: Lurchins are perhaps your greatest threat underwater. These spiny-shelled creatures will open and close their shell, revealing and hiding their soft and vulnerable interiors. When playing is Enguarde, note that you can only attack a Lurchin when the shell is opened, and even then, you must stab the exact center in order to avoid damage. Also, if Nibbla eats a Lurchin in the Fish Food Frenzy stage, he'll grow angry. Yellow recolors appear in the Rip- curl Reef stage, though there are no significant differences between those and the normal variety. MINKEY: Minkeys only appear in the Barrel Shield Bust-Up and Sunken Spruce stages, and they will consistantly pelt you with acorns while hanging from the sides of tree trunk interiors. The majority of the time, Barrel Shields will be in place to shield you from these apes, but in cases where they are missing, it is all a matter of timing your progression up the rope, waiting until right after each toss. Minkeys cannot be defeated in any way, so you will simply have to make due. NIBBLA: Similar to Lockjaw, Nibbla is an aquatic nightmare. In surface stages that contain water, Nibbla will patrol the waters below, following you wherever you go, whether it be above or below the surface. It would be in your best interest to stay out of Nibbla's water by all means necessary. If you come into any sort of close contact with the water, Nibbla will speed towards you and snap with his giant piranha jaws. In the Fish Food Frenzy stage, however, Nibbla will pose as your friend...unless you refuse to appease his ferocious appetite! NID: Despite being listed in the Kremling index, Nids aren't necessarily enemies. They're spiders with wodden boards on their backs, and when you hop on them, they will bounce. The way each one bounces depends on the color of the Nid. Yellow Nids will bounce automatically. Red Nids will stay squatted until you jump on them, then they will bounce until you decide to leap off of them. RE-KOIL: Re-Koils use their extra-springy tails to continuously bounce. They have one of three attack patterns. A) Springing in place. Pounce on their heads when they reach the ground. B) Spring back and forth. These are a bit trickier, but as long as you act cautiously, you should be able to defeat them with ease. C) Sitting still. These are rare and do not pose much of a threat as all. They are generally only put on place so you can bounce off of them. SKIDDA: Skiddas are purple Kobbles that only appear in snowy stages. Not necessarily the most clever members of K. Rool's Kremling legion, Skiddas will constant- ly slide back and forth on the ice, never really paying any attention to where they are headed, even if it is straight into your Kongs. (Athough they never skid over ledges, unfortunately.) Skiddas are still fairly docile, on the other hand, never posing much of a threat. SNEEK: Similar to Neeks. Sneeks are fairly non-threatening rats that appear in many of the early stages of the game. They are not very aggressive, and pretty much all attacks will work against them. If you're playing as Ellie, though, you will have to resort to hitting them with Barrels, as she will flee in a fright if she spots a Sneek in broad daylight. SQUIRT: Dwelling behind a waterfall in Cotton Top Cove, nobody can truly confirm what Squirt actually is. One thing is for certain - he does not want you playing around his waterfall. Squirt attacks by swallowing gallons of water and spit- ting it out in a rotating stream, in an attempt to push you off the edge while in Ellie form. More info is included in his boss stage strategy under Squirt's Showdown. SWOOPY: Swoopy is easily one of the most annoying enemies in the entire game, so it is quite fortunate that they only appear in simply one stage in the game. Swoopies come in two different varieties. The first isn't a threat, but more of a help. They will swoop into the side of a redwood, and get their beaks stuck in them, enabling you to use them as platform up the side of the tree. Even if you get hit by this Swoopy, you won't lose a Kong. The other Swoopy, the kind that attacks in swarms, is the truly evil one. Generally flying in repeated formation through tree holes, it takes impeccable timing to weave through these patterns. They can be destroyed with Squawks's eggs or pounce attacks, but it is generally more trouble than it is worth unless the game requires you to do so. ********************************************************************** H) ITEM INDEX ********************************************************************** ANIMAL BARREL: Jump inside an Animal Barrel (marked with a specified Animal Buddy symbol), and your Kongs will tranform into the Animal Buddy displayed on the Barrel. You will only see one partner at a time, and the other will be marked by a symbol in the lower-right corner of the screen. Get hit, and you will take over with the spare. You will retain this form until you reach the No Animal Sign located somewhere else in the stage. ANIMAL CRATE: Jump on a wooden crate that features a sillhouette of an Animal Buddy, and they will pop out, ready to be ridden (or in Parry's case, paralleled). From there, simply jump on their back to gain control of them. ARROW BARREL: Jump into an Arrow Barrel, and you will instantly be shot straight up in the air in the direction that the arrow painted on the Barrel is pointing. You can control your movement in the air, which can be used to boost yourself to a ledge or another Barrel. BANANA: Bananas are everywhere! Trails of Bananas generally will direct you in the right direction. Collecting 100 Bananas will also grant you an extra life. Lone Bananas often mark someting suspicious, such as an invisible Barrel. BANANA BUNCH: Collecting Banana Bunches count as ten Bananas. Bunches are fairly less com- mon than regular Bananas, and are often guarded by enemies. BARREL CANNON: Barrel Cannons are regular barrels that are suspended in mid-air. Jump into a Barrel Cannon, and you'll be retained inside the barrel until you're ready to launch out of it. Press A to do so. BARREL SHIELD: Barrel Shields only appear in the Barrel Shield Bust-Up stage. They will al- ways be attached to ropes to serve as shields from a Minkey's nuts. Some are stationary, while others move up and down the rope. For the mobile ones, you will be required to move along with the Barrel Shield. BEAR COIN: Bear Coins are hidden throughout all the stages in the game, and can also be won by participating in certain minigames. These coins can be used for pur- chasing merchandise or information from the Brothers Bear. BONUS BARREL: Two or more Bonus Barrels are craftfully hidden in each stage. When you jump inside them, you will be taken to a Bonus Stage, where you'll be required to complete one of four tasks - Reaching the end of an obstacle course, defeat- ing all the enemies in the room, collecting all the Stars, or collecting 15 Green Bananas, all within a specified time limit. The reward for completing these tasks is a Bonus Coin. BONUS COIN: Bonus Coins are your reward for completing Bonus Stages within a specified time limit. These coins can be given to Boomer Bear in the Lost World for blasting pathways to new stages. BOOST BARREL: Basically Arrow Barrels that will launch you vertically, generally to simply propel you above a chasm. Sometimes you'll be required to navigate chains of these barrels, by shifting in mid-air to the next one. COG: When you complete one of the Krematoa stages, you'll receive a Cog from the flagpole. Give all five Cogs to Boomer Bear for him to unleash his greatest invention that can emerge objects from the depths of Krematoa. CONTINUE BARREL: Continue Barrels pose as save points located about half-way through each stage. If you lose a life after hitting a Continue Barrel, you will restart there instead of at the very beginning. These Barrels appear in plain sight in every stage except Stampede Sprint and Rocket Rush, which lack one, so you should not have any trouble locating them. CRATE: Vertically-standing Crates can be used a projectiles similar to Barrels, only they will burst on contact rather than roll. They also have a slightly farther trajectory than Barrels do. DK BARREL: If you've lost one of your Kongs in a stage, you can retrieve them by break- ing open DK Barrels. Each stage generally has 3 or 4 DK Barrels, each set near the starting point, Continue Barrel, and somewhere in-between. If you have both Kongs already, a DK Barrel can simply be used as a regular Barrel, unless it is floating. DK COIN: One DK Coin is hidden in each stage, guarded by an armored Kremling named Koin. The trickiest aspect does not necessarily come from locating Koin, but figuring out how to defeat him. Individual strategies for each DK Coin are located in each of the stage strategies. DROPPING BARREL: These Barrels steadly flow down waterfalls before bursting when they hit the ground, and only appear in K3's Barrel Drop Bounce stage. The Barrels can basically be used as platforms to higher ground. Fast footing and excellent timing is required to jump from set to set, as they fall relatively quickly. EXTRA LIFE BALLOON: Giant balloons shaped like Dixie's head will give you a certain amount of extra lives depending on their point value. Red Balloons will grant you one, Green Balloons give you two, and the elusive Blue Baloons will give you a whopping three extra lives. These balloons are generally well-hidden, some- times completely invisible until you make contact with them. FLAGPOLE: Jump on the flagpolelag at the end of each stage to complete it. Whichever Kong is in your front position when you complete the stage determines the color which will go on the flag. (Dixie = Pink and Kiddy = Blue.) The color doesn't mean much else, but if it REALLY matters to you, it can be changed by going through the stage again and tagging it with the other Kong. FUEL DRUM: Fuel Drums, marked with the word "FUEL", are required to keep your rocket alive in the Rocket Rush stage. If you run out of fuel, your rocket will crash-land, so do not pass up on a single drum. GHOST BARREL: Ghost Barrels are white Barrels with scary faces painted on them that only appear in the Creepy Caverns stage. Ghost Barrels will appear and disappear at set intervals. Your goal is to jump into these Barrels when they flash or aim in the direction you wish to be fired. Some Ghost Barrels can be evil, though, and launch you into enemies instead. Time which ones you want to use or avoid carefully. GREEN BANANA: Certain Bonus Areas will require you to collect 15 Green Bananas. Each of these bananas will appear one at a time in a random location for about four seconds. After about two seconds, the Banana will begin flashing. It will vanish shortly thereafter. The key is acting quickly to collect them. INVINCIBILITY BARREL: Invincibility Barrels are marked by an exclamation point. Hit one of these Barrels and your Kongs will become invincible for a short period of time ala Starman. During this time period, you can knock out enemies simply by touch- ing them (even Red Buzzes), and any obstacle that would normally damage you would not. (Bottomless cliffs not included. Fall in those, you still die.) KONG LETTERS: Like the previous installments, the letters K-O-N-G are placed throughout each stage. If you collect all four letters in a particular stage, you'll be rewarded with a measly extra life. Since I personally find bothering to col- lect all these letters to gain simply one life in the process of losing 20 to not be worth it, this guide will NOT be covering each KONG Letter loca- tion and how to obtain them. In addition, most are in plain sight, anyways. Apologies to those who think differently. Just use someone else's FAQ. LEVER: Featured in the Doorstop Dash stage, pulling a lever will result in a tin door to be temporarily opened up ahead. As the door closes, the lever will sink back into its original position. In Kastle Kaos, levers will release Barrels from the ceiling, which are necessary ammo against Baron K. Roolen- stein. NO ANIMAL SIGN: When you reach a No Animal Sign while riding on one of your Animal Buddies, that animal will vanish and turn into an item. The item you will receive tends to vary depdning on how difficult it was to guide the animal to that point. Generally, Parry gives the biggest payoff of all, ranging from Bonus Barrels to Extra Life Baloons. Others may just give a Bear Coin or a measly Banana Bunch. ROCKET: Only found in the Rocket Rush stage, the Rocket has some unique controls. It can be controlled left and right as you make your ascent or descent. You can also fire its igniters by pressing A, which will knock out all enemies near- by, including Red Buzzes. Pressing B will put on your brakes. Note that the Rocket needs fuel to survive, so conserve your igniters and brakes as much as possible and pick up all the Fuel Drums. ROCKET BARREL: Exclusive to Rocket Barrel Ride in Cotton Top Cove, Rocket Barrels will lift you up a certain distance before launching you, then sinking to their orig- inal position. At their apex, they serve just like ordinary Boost Barrels. STANDARD BARREL: Plain, ordinary Barrels with no standout features have nothing special about them. Quite simply, they can be used as weaponry to chuck at other enemies. STAR: Certain Bonus Areas will require you to collect all the Stars in the room. These small trinkets are easy to spot most of the time, and can be collected in bundles at a time. STEEL KEG: Steel Kegs act similarly to Standard Barrels, though they serve different purposes. For one, Steel Kegs are the only method of defeating Koin. Second, Kegs don't instantly smash to pieces when they hit an object. If they hit an enemy when tossed, they will continue on rolling, knocking out anymore bad- dies in the way. If they hit a wall, they will roll back at the same speed. If you want a Keg to roll slowly, toss it upward in the direction you wish for it to roll. Rolling Kegs can also be jumped on to be used as a ride back and forth, and while this does not necessarily have any viable point, it IS fun... SWITCH BARREL: In certain stages which feature the enemy Bazuka, you'll find Barrels marked with the letter 'S'. Hitting these Switch Barrels will change the type of Barrel fired from Bazuka's cannon, generally to be used to your advantage, such as Steel Kegs to knock out Koin, or TNT Barrels to obliterate pesky Red Buzzes. TRACKER BARREL: Like a Barrel version of Parry, Tracker Barrels will always travel parallel beneath you as you move about in the air after being launched. This means you will not have to worry about landing safely, but they only appear in one stage in the entire game. TNT BARREL: Explosive TNT Barrels are your best friend when it comes to knocking out the least vulnerable enemies. Kuff n' Klouts and Red Buzzes don't stand a chance against their dynamic power. Keep in mind, however, that if TNT Barrels are being shot at you from Bazuka, you won't be able to bounce off of them with- out them exploding on you. WARP BARREL: In each of the stages in the first two worlds, a Warp Barrel is hidden near the beginning of the stage, which will instantly warp you to the very end of the stage! Obviously, these Barrels are for novices, and once they find out that they're without them at World 3, the joke's on them. Specific locations for each Warp Barrel are located in the Secrets section of this guide. ********************************************************************** I) MINIGAMES ********************************************************************** Overview: Each of your Kong relatives has a special minigame set up for you at differ- ent points in the game. Funky's games can be played at his rental shop when- ever you unlock a new vehicle. Cranky and Swanky each have their own stop in each world, each of which presents a different challenge. The reward for completing the first these minigames is a Banana Bird. Below are strategies for each. ****************************** I-1: FUNKY'S RENTALS Funky's boat minigames take a nod to Rare's classic title, Cobra Triangle. For each new vehicle you unlock, Funky will have a new course that you can play. The controls can take a little getting used to. Here is the layout: D-Pad = Change Direction A = Brake B = Accelerate R = Fire Below are individual strategies for each of Funky's four challenges. Beating all of them will earn you a Banana Bird. DESTROY: In my opinion, Funky's first mission is actually his most difficult. You are required to destroy all ten Kremling boat before they cross the finish line of a river course, which only lasts about 25 seconds. Accelerate the entire time, mashing 'R' the entire time. Your firing range is limited, however, so drive close enough for your rounds to make contact. A few hits will destroy each boat. Watch your own health bar, however. It will rapidly deplete each time you hit the sides of the river or a Kremling's watercraft. Thus, it is best to avoid close contact with the enemy boats as much as possible. Trying to cut off the boats at each of the turns is a good strategy, though chances are you will be rammed in the process, so only do it on near maximum health. DISARM: Probably Funky's easiest mission. Four mines await on the other side of the short stream. You must carry each of these mines back individually to where you started to blow them up. Hazards? A solo Kremling ship which will try to intercept you half-way and repeatedly ram your boat. Both your boats travel at practically the same speed, so if you have a steady lead, you should be able to maintain it. Really, your main concern in this mission is to avoid crashing head-on into the walls on each end, which can be prevented by turn- ing around in the middle of the pit areas. PROTECT: All your Kong relatives, including the Kongs from Donkey Kong 64, are idiot- ically going for a swim right outside a Kremling stronghold. They have been spotted by the Kremlings and you have the only boat. Your mission is to pro- tect the Kongs from being kidnapped by the Kremlings for a full three min- utes. There are nine Kongs total, and protecting each and every one of them can become quite a hassle. Fortunately, the mission only requires that at least one Kong be remaining by the time the clock expires, but it is a good idea to keep a reasonable amount alive to give yourself some buffer space. When Kremling boats approach, fire at them multiple times to destroy them. If they capture one of your Kong friends, you can still rescue them as long as you destroy the ship within the marked boundaries (If it's outside, they will drown). The Kong will remain where they were when thrown overboard, however. If a Kremling boat comes in sight on your screen, destroy it imme- diately and wait for the next boat to show up. In all honesty, however, the most difficult part of this mission is retaining your patience for three consecutive minutes. RACE: This is simply a not-so-simple race around a fairly direct course for three complete laps. You're up against three other Kremling boats who will attempt various ruthless tactics as bumping you off. Your health is the prime con- cern here rather than achieving first, however. Achieving the lead is not necessarily a difficult task. Neither is maintaining it. The challenge comes in not hitting the walls while traveling at such high speeds. Remain toward the middle of the river as often as possible, and take turns carefully. If your energy runs low after only the first lap you may as well simply restart and try again. Not many more strategies than that, other than that trying to destroy your opponents is pretty much a waste of effort, so do not try it. ****************************** I-2: CRANKY'S DOJO Set up in each world, Cranky will charge you one Bear Coin at first, and two Bear Coins all times after to help him train for "Cranky Kong Country". His "training" involves blocking flying Bristles using a shield, controlling Cranky himself! Eah time, you must block a grand total of 30 Bristles, and getting hit by just one instantly disqualifies you. You can move the shield all around Cranky. Bristles will fly at you from one of six directions, low, middle, and high on each side. You can generally determine which angle a Bristles is coming at you depending on the height that they bounce. Those that hardly bounce at all are bound to come near your feet, so block low by using the D-Pad. Your reward for clearing Swanky's Dojo the first time is a Banana Bird. All further times are just for fun, though you'll get some dec- ent prizes for scoring well. ****************************** I-3: SWANKY'S DASH In a similar fashion to Sonic's Emerald stages, Swanky's Dash provides a 3rd person view of Dixie from behind as she traverses a 3rd-dimensional tunnel. Your goal in Swanky's Dash is to collect as many stars as possible without hitting any spiked balls. Each course varies, and not surprisingly, they get harder as you progress through the game. In all honesty, the best strategy for each one is simply memorization of the course, and seeing how you have infinite tries free of charge, and you get a free prize every time, it's not a complete waste of memory space. There are some helpful tips you should keep in mind, however. The first is obvious, and that is to avoid the spiked balls by all means possible. Hitting one will cause you to lose every single star you have collected up to that point. A helpful dodging tactic is to hop over them by pressing Up on the D-Pad. Note that you can also brake by pres- sing Down, although it is not necessarily very effective when it comes to dodging the balls, but rather giving yourself enough time to shift to anot- her row of stars. Once you collect more than 90 stars the first time, you'll receive a Banana Bird. For all times after that, you will simply compete for high scores. ********************************************************************** J) LAKE ORANGATANGA ********************************************************************** Overview: Lake Orangatanga is a somewhat-peaceful lake region in the southeastern part of the Northern Kremisphere. Feel free to frolic around the docks as you learn some of the game's basics, and maybe stop by some of the old mills for a historical tour. And if you're feeling lonely, make sure to swing by Bach- lor Bear's pad for some love pity, or simply to make you feel better about your own self. Or simply belch in disgust at his laughable and pathetic des- peration. Speaking of which, the Northern Kremisphere's belching champion may have a few bones to pick with you... ****************************** J-1: LAKESIDE LIMBO Type: Boardwalk Difficulty: */10 Kremlings: Booty Bird, Kobble, Sneek Animal Buddies: Ellie --- As you might have expected, the first stage of the game is basically a cake- walk. In addition to introducing you to some of the basic fundamentals of the game, Lakeside Limbo also a haven for extra lives and Bear Coins. If you desperately need items later in your adventure, trek back here for some easy loot. I mean, are you seriously using a walkthrough for this stage because you are stuck? Of course not! (And if you are, seek out your receipt for the game and march back into your gaming retailer immediately, returning your copy and claiming that you fail at video games and life itself.) ****************************** When you begin the stage, switch to Kiddy. Use your Team Toss to toss Dixie onto the roof's overhead. You'll find one Red Balloon on each of these roof- tops. Hop down. Defeat the Sneeks and grab the letter K if you wish. Grab the Barrel and use it to knock out the other Sneeks. Defeat the Kobble past the first DK Barrel, then switch back to Dixie. Toss Kiddy onto the crack in the boardwalk, then fall through to enter the game's first Bonus Area. BONUS AREA 1: COLLECT 50 STARS This first Bonus Area is incredibly simple, even for newcomers. Each of the Stars are all in one area, and can all be picked up with just a few jumps. Get the ones on the rope first, however. (To drop from the rope, hold Down + A.) When all the stars are collected the Bonus Coin will appear on the right ledge. If you fail, however, it is a good sign that you should probably just give up now and return the game. DK COIN: When you emerge from the Bonus Barrel, head right and drop below the rope, where you'll find Koin. A replenishing Steel Keg will appear to the right of him. Grab it, and throw it over Koin's head so that it bounces off the wall behind him and smacks him in the back. Good job. You've just collected your first DK Coin. Only 64 more to go. Woot. Continue to your right and use the horizontal rope to pass over the two Kob- bles. Take out the Sneeks under the hut, and have Kiddy toss Dixie onto the roof once again. Atop this roof, you will find two Bear Coins in addition to another Red Balloon. Drop down, and tag the Continue Barrel in case you are pathetic enough to die here. Jump into the water and claim the Banana Bunch, while briefly getting accustomed to swimming controls. Jump onto the next boardwalk. Dive down into the water beneath the letter N, and swim to your right, beneath the docks. Eventually you will swim near a Bonus Barrel, but do not jump into it just yet. Swim between the pylons beyond it and you will find an invisible Green Balloon if you leap into the air, in addition to two Bear Coins at the bottom. Now return to the Bonus Barrel. BONUS AREA 2: GRAB 15 BANANAS This Bonus Area consists of simply a horizontal rope. Green Bananas will ap- pear one at a time in random locations, on the ground or below the rope. You will have 30 seconds to collect the Bananas, which is reasonable enough. The Bonus Coin will appear in the bottom-right corner of the room. When you exit the Bonus Area, you will land atop a Kobble back on the board- walk. Continue to your right, and you'll find the game's first Animal Crate. Break it open to release Ellie the Elephant! Hop on Ellie, and move on. You will come across a Booty Bird, with a Barrel underneath. Pick up the Barrel by pressing A and smack Booty Bird with it to uncover the letter G. Grab the next Barrel to knock out the next few enemies in your way. Eventually, you will come across the No Ellie Sign. Pass it while riding on Ellie, and she will turn into a Bear Coin. Once you regain control of your Kongs, head back a bit to the ledge to the left of the No Animal Sign. Have Kiddy leap and hurl Dixie up/left, and you should find a Blue Balloon, worth three lives! Now, simply continue toward the end of the stage where the flag is. And if you aren't in a hurry, throw Dixie atop the roof past the flag for another Bear Coin and a Banana Bunch. ****************************** J-2: DOORSTOP DASH Type: Mill Difficulty: **/10 Kremlings: Buzz, Knik-Knak, Sneek Animal Buddies: None --- Doorstop Dash introduces some elements that you actually will not encounter anywhere else in the entire game. You must pull doorstop levers throughout this stage to temporarily open tin doors, and dash through them before they close completely. You will also be introduced to the Buzzes, robotic bees (similar to Zingers) that are the bane of this entire game . You will become great friends in no time! ****************************** Progress to your right until you stumble upon the letter K. Above it lies a doorstop lever. These levers are the keys to opening doors in this stage. Simply grab onto the lever, and the tin door to your right will open for a brief amount of time, steadily closing its shutters. Let go of the lever and race through the doorway. You'll see a DK Barrel and another lever. Pull the lever, and take out the set of Sneeks in front of you. After passing through the next doorway, throw your other Kong toward the ceiling for a Bear Coin. Continue, and you will find a third doorstop. Pull it, and wait for the lift to arrive so you can hitch yourself a ride to the next floor. Race to your left before the door closes. If you jump for the letter O, be careful not to land on top of the hatch beneath you, as doing so will send you back to the floor below. For the fourth lever, you should know the routine by now. This is your first encounter with a new and persistant hazard, however - Buzz. Four Buzzes will move up and dow ahead of you. After pulling the lever, wait for the first Buzz to move upward before making a sprint for the door. Once you've passed through, you will encounter a rope leading upward. For now, pass it and con- tinue to your left. Using Dixie as your lead Kong, toss Kiddy up to the lev- er above you. He will grab ahold enabling you to proceed through the doorway using Dixie's Helicopter Spin. Collect the Red Balloon, then proceed to your left into the Bonus Barrel. BONUS AREA 1: COLLECT 60 STARS This entire room is basically filled with Stars, making them easily access- ible. Collect all the Stars on the right side of the room first. Once that's done, pull the doorstop lever to open up the doorway to the other side. Col- lect all the stars here. If you did not miss any, then the Bonus Coin should appear back on the right side. Pull the doorstop lever to return and collect your prize. When you emerge from the Bonus Area, climb up the rope you bypassed earlier. This next doorstop run is similar to the previous one, only you now have an additional wave of Buzzes to contend with. After passing by the first wave, pause briefly for an opening in the second wave. Beyond the door, defear the Sneek, and pull the lever signaled by a Banana Bunch. Wait for the liftshaft again, and ride it upward. Progress through the next door to your left, and you'll come across a Barrel Cannon. This Barrel will rotate once you jump in it, and your goal is to launch straight upward to the next lever by pressing A at the right time. Once you make it, hop down to your left and pass right through the next door. Beyond the doorway, you'll find the Continue Barrel. Continue left and climb the rope at the other side. Make sure to avoid the lone Buzz, though. At the top of the rope, you will find a trail of bananas leading left. Ignore them for the meantime, and instead head to the right. You will find another lever with a Buzz passing underneath it. Wait for it to move out of the way, then pull the lever. Continue through the door to your right, and you'll find the second Bonus Barrel. BONUS AREA 2: FIND THE COIN To make things easier on yourself, enter this Bonus Area using Dixie. This is the first Bonus Area that throws enemies at you, and if you get hit by one, the game will disqualify you by playing a solemn tune. The goal here is to jump from lever to lever in order to cross the gap to the other side. Un- fortunately, Green Buzzes will fly back and forth beneath the levers, mean- ing you will have to time each of your jumps accordingly. Dixie's Helicopter Spin can make things a whole lot easier, by enabling you to glide over seve- ral levers at a time. The Bonus Coin will automatically appear near the exit when you cross. Go to your left after you exit the Bonus Barrel. Defeat the Sneek atop the flour stack, and nab the Bear Coin near the ceiling. Pull the lever and race to your left, where you will find another rope. Climb it quickly, but do not do it so quickly that you get hit by the swaying Buzz. At the top, jump to your right and dash through the doorway. After passing the letter N and bop- ping another Sneek you will come across two more Barrel Cannons. Do the same thing here that you did for the previous Barrel one. (Instead of shooting back down, you can simply hop down the shaft to your right.) The next doorstop isn't any trickier than any previous ones. Pull the lever, climb up the rope while avoiding the Buzz, and pass through the doorway. The final one in the stage (and game for that matter) is slightly trickier. Buzz will move back and forth beneath the lever. Wait for it to pass to one side or the other, then pull it, leaping back off as soon as possible. Jump and dash through the doorway, and you will come across a freefall that leads all the way to the exit. Do not be in such a hurry. Using Dixie, glide down the shaft using the Helicopter Spin collecting each banana, but stay towards the left wall. You should land on a ledge on the left. Proceed left to locate Koin. DK COIN: Okay, I lied. There is one last doorstop for you to pull. Koin is blocking a corridor, but there is a blocked tin doorway overhead. Pull the gray lever to Koin's right, and by using Dixie, grab the Steel Keg and throw it through the doorway. The Keg should ricochet off the back wall and knock out Koin. Proudly take your treasure. Now go back out to your right and glide down to land on a wooden platform. Gently descend so you do not pass up on a Green Balloon on your right side. Pull the flag, and you are through. ****************************** J-3: TIDAL TROUBLE Type: Boardwalk Difficulty: **/10 Kremlings: Booty Bird, Buzz, Koco, Knik-Knak, Knocka, Kobble, Lurchin Animal Buddies: Enguarde --- This stage should ease you into the swimming aspects of the game while si- multaneously throwing an opposing current at you. You'll also get your first chance to play as Enguarde, who can penetrate the current with ease. This is also a great stage to test out Kiddy's Water Skip, which is a necessity if you want to rake in the bonuses. ****************************** DK COIN: As soon as you begin the stage, you will find Koin to the right of you. The Steel Keg is located above the hut from where you started. Have Kiddy hurl Dixie up top, grab the Keg, and hop back down. Toss the Keg over Koin so it bounces off the dock behind him. Easy DK Coin. Leap to the upper dock and take out Kobble. Jump into the water and get used to swimming against an opposing current which you will be required to do for several points in this stage. Leap out of the water onto the lone dock, and jump over the Buzz before taking your next dip. Meet Koco a seeimingly-harm- less and docile underwater clownfish baddie. Follow the banana trail leading underneath him. Leap over the pylons and make your way toward the next dock. Say hello to Kobble, a Kremling disguised as a Green Barrel that will try to bump you around. Bop his head, and he will retreat, enabling you to use his Barrel as weaponry. Use it to exterminate the next Knocka on the other side. When you jump back into the water, head left, underneath the dock you were just on. You will find an Enguarde Animal Barrel. By using Enguarde, you can easily penetrate the current and take out any Kocos in your way. Keep pierc- ing to your right, and you will find the Bonus Barrel. BONUS AREA 1: COLLECT 30 STARS You are required to collect these Stars using Enguarde and the only big haz- ard is a pesky Lurchin in the middle. You can risk taking him out if you de- sire, but it is probably easier and safer simply to work your way around him (You do not need to deal with them for another few worlds). The Bonus Coin will appear on the right side when you're finished. When you emerge from the Bonus Barrel you'll find the No Enguarde Sign. Pass it, and Enguarde will turn into a Banana Bunch, and you'll regain control of Dixie and Kiddy. If you wish, leap back onto the docks and practice Kiddy's Water Skip briefly. You'll need it soon. Continue swimming, leaping over the Kocos and pylons. There is a Bear Coin nestles above a Buzz, but it is up to you whether or not you want to risk it. Avoid the Buzz when jumping over the next pylon, and for the one after that, wait until the horizontally-moving Buzz moves away to the right before leaping over (There's also an invisible Bear Coin in the air here). Then you will come across a Red Koco, who unlike his green cousin, will swim back and forth repeatedly. He's easy to avoid, however. Swim around the next Buzz and Kocos. Yo wi'll come across two Knik-Knaks hovering in the air. Use the Knik-Knaks as stepping-stones to bounce to the high dock above (You only get one chance at this). Pounce the Knocka up there, and use him to take out the Booty Bird. This next part is extremely tricky. There is a Bonus Barrel on the other side suspended on another high dock, and using Dixie's Helicop- ter Spin from the dock you're on won't be effective enough. The orthodox way is by using Kiddy's Water Skip to get across (See Controls section). Another method is to spin off the ledge using Dixie and immediately jumping forward in mid-air, followed by an immediate Helicopter Spin. If you have made it, jump in. BONUS AREA 2: BASH THE BADDIES This Bonus Area requires you to bounce across a set of Knik-Knaks hovering over a rope. If you're really insecure, you can take the time to bop each of them individually, but it's much more practical to simply bounce from one to another until you cross to the other side, where the Bonus Coin will appear. When you re-enter the main stage, continue your swimming struggle. Leap out of the water over the two Kocos, then time another leap between the Buzz and the pylon. This next part is slightly trickier, which features a Red Koco swimming back and forth beneath a Green Koco, which itself is sitting under- neath a Buzz. Wait for the Red Koco to move underneath the beginning of the Banana trail, then quickly follow it. Swim underneath the next Koco and Buzz and leap onto the final pylon. Avoid the last Koco when leaping toward the dock on the other side. Watch out for the last Knocka, and if you are not in a hurry to finish the stage, toss Kiddy onto the crack in front of the flag for a Red Balloon. ****************************** J-4: SKIDDA'S ROW Type: Snow Difficulty: **/10 Kremlings: Buzz, Knik-Knak, Krimp, Skidda Animal Buddies: None --- First things first, the new snow stage music is perhaps the most awful thing I've heard in my entire life, and I listened to all 3 2004 election debates. Although the area may seem unfavorable for snow, there is a small mountain in the area with some fairly wintry conditions. Watch your footing here, as the iced pathways can make it rather difficult to navigate without slipping into the abyss below. And definitely do not let Skidda's loose footing knock you off. ****************************** Once you begin the stage, mess around for a bit so you get used to running on slippery ground. Continue to the right, following the trail of Bananas. You'll find a cabin with a Skidda sliding around on its roof. Kill it if you want, or simply follow the bananas underneath the cabin. You will find a DK Barrel atop the next cabin. Use it to kill the Krimp. Keep progressing fur- ther into the stage, defeating all the Skiddas you come across. When you get to the crevice, leap over it with care. Do not slide off when leaping or landing. On the other side, defeat another Krimp and Skidda. At the top of the slope, you'll find a Bonus Barrel to your right. Use Dixie's Helicopter Spin to reach it. BONUS AREA 1: BASH THE BADDIES This Bonus Area requires you to defeat all four Skiddas in ten seconds. They are not very aggressive but the slippery surface could send you sliding into them. It is easiest to bop them by leaping from the highest point. The Bonus Coin should appear at the end when they are all defeated. You'll emerge from the Bonus Area near the letter O. Defeat the Skidda atop the next hill. Keep moving until you reach the Continue Barrel. Past it, you will find another cabin. You cannot go underneath it, so jump on the roof and defeat the Skidda, collecting the DK Barrel if you need to. You'll find Koin in the next pit. DK COIN: Defeating Koin here is simple. Grab the Steel Keg, and toss it from right where you picked it up against the ice wall behind Koin. It should knock him out. Four down. Travel down the next slope, careful of the crevice that lies at the bottom. Leap to the next ledge where the letter N lies. Leap over the next pit, de- feating another Skidda on the other side. You will find one more Skidda on the ledge above you. Wait until he slides to the right before jumping up and bopping him. On the next cabin, you'll find two Skiddas who are sliding back and forth on its roof. The next Bonus Barrel lies above, so defeat the Krem- lings with careful jumps. Hop into the Bonus Barrel. BONUS AREA 2: FIND THE COIN This Bonus Area requires you to reach the end of the obstacle course in 15 seconds. Pounce on the first Knik-Knak to reach the next ledge which holds a Skidda, being extra-careful of your footing. Do the same for the next ledge. Hop over the next two crevices to find the Bonus Coin underneath a Knik-Knak (whom you may want to take out anyways just to be safe). Back in the main stage, jump on the Knik-Knak hovering above the slope. You will receive an invisible Red Balloon. Use the Standard Barrel found next to the next cabin to take out one of the Skiddas, then defeat the remaining one by standard methods. After clearing the cabin you will find two more Skiddas sliding on each side of a hill. It is easiest to simply roll into this duo. Make a careful jump over the next crevice to where the letter G lies so you take out the Krimp on your landing. Leap over one final crevice and you will find the goal at the top of the hill. ****************************** J-5: MURKY MILL Type: Mill Difficulty: ***/10 Kremlings: Buzz, Re-Koil, Sneek Animal Buddies: Ellie --- Murky Mill will force you to play as Ellie through 98% of the stage, which should give you some good experience controlling her and using her trunk to lift objects. There's also a serious rodent problem in the mill, and the en- tire place is almost pitch-black except for a few dangling lights from the ceiling. ****************************** Hop on the wooden lift to your right, trying to follow the vertical trail of Bananas as you ascend. When you stop at the top, head right, where you will find an Ellie Barrel in the doorway. Once you become Ellie, move forward, taking out the Sneeks in the dark by bopping them. Continue past the letter K, jumping and knocking out Sneeks and Re-Koils as you go. At the end of the passageway, ride the lift down to the next floor. This next part is a vital strategy needed to complete the rest of the stage. You'll notice a Standard Barrel and a Sneek moving back and forth beneath a lamp. Ellie CANNOT attack a Sneek in the light without freaking out and stunning, meaning you'll have to attack using barrels in the dark. Pick up the Barrel with B, and hit the Sneak without stepping into the light. For safety, grab another Barrel, since they will regenerate. Use it to take out the Re-Koil down the path. You'll find another regenerating Barrel. Use one of them to take out the Re-Koil in front of you, and another to take out the next Sneek, which is positioned on the next upper ledge. Jump in mid-air underneath the light where you just took out the Sneek and you will find an invisible Green Balloon. Collect the Bananas underneath if you wish. Contin- ue left, but watch out for he Re-Koil springing back and forth beneath the letter O. Ride the next lift down. For this next Sneek, you do not have a Barrel meaning you will have to pounce on it when it moves out of the light. Tag the Continue Barrel right past it. Leap over the green Buzz for now. Grab the Steel Keg on the other side, but instead of taking out the Sneek, take out the green Buzz you just passed. It will reveal a hatch. Jump into it to enter the first Bonus Area. BONUS AREA 1: BASH THE BADDIES This Bonus Area requires you to defeat four overhead rotating Buzzes by tos- sing barrels at them. There one right in front of you which will regenerate. Grab one, stand underneath the Buzzes, and toss it upward. You should hope- fully knock one out. If not, simply keep trying, as you have a fairly gener- ous amount of time. The Bonus Coin will appear on the right of the room. Grab the same Steel Keg you used to reach the Bonus Area, but instead take out the Sneek in front of you. Ride the next lift down where you will find a DK Barrel. In addition, you will find a Steel Keg with Koin sitting right in front of you. DK COIN: First, grab the Steel Keg with Ellie's trunk. You will find Koin wedged un- derneath an opening. Toss the Keg over the short wall so that it soars over Koin's hiding spot. It should bounce off the back wall and hit Koin in the back. (I've actually encountered a strange glitch on this where Koin myste- riously disappears, but the game still registers him as being there, so it's like you are blocked by a forcefield when you try to run through. If this wierd phenomena happens to you, toss the Keg over anyways. You should still receive the DK Coin.) Before riding up the next lift, grab another Steel Keg to carry with you. At the top you will find a Red Buzz in front of a light with a Sneek underneath it. Toss the Keg over the Buzz so it takes out the Sneek. Leap over the Buzz and progress forward, dodging another Red Buzz at the end of the hall. Take the lift down. It will stop right before hitting a Buzz. Drop down to the left. You should land on another lift. Drop again to the right and have one more lift carry you down. You should find an invisible Bear Coin at the bot- tom. Grab the next Barrel and use it to take out two more Re-Koils, followed by another Sneek. This next part is slightly different, requiring you to pull a Barrel from the other side of Sneek by using Ellie's suction ability. To do so, simply hold B. The Barrel should take out the Sneek. Take the next lift down, and you'll have the option of going one of two ways. Go to the left. You will be shot out of an invisible Boost Barrel. Land on the ledge and go left, where you will find two green Buzzes and a Steel Keg on the other side. Use your suction ability to drag the Keg onto the Buzz blowing the pit. Drop into the pit to enter the next Bonus Area. BONUS AREA 2: FIND THE COIN This Bonus Area is somewhat tricky. It requires you to leap through a series of rotating Buzzes, and there are not any Barrels to help you out. Take cau- tious leaps through the loops, taking your time, as you have 15 seconds for something that easily takes less than half that. If you get hit you will re- emerge right near the Boost Barrel, so it is not a huge loss. The Bonus Coin automatically appears on the right side of the room. For the next Barrel, you'll be required to carry it past a vertically-moving red Buzz. You may be tempted to carry it all the to the next Sneek pair, but an easier tactic is to simply toss it right before passing the Buzz. Note that there are two Sneeks, however, so grab another Barrel after you have knocked out one. Pass the Buzz with care. Stomp on the two Re-Koils and col- lect the invisible Bear Coin between them. Past the letter G, you will find your final two Sneeks. There are no Barrels nearby, so you can either do the tedious task of traveling back to the previous one twice, or you can simply wait for them to move out of the light on the other side and stomp on them. Just remember not to enter the light when facing one eye-to-eye. Beyond that you will find the No Elie Sign, and Ellie will turn into a Bear Coin. If you want an extra life, run past the flag and jump behind the wall. ****************************** J-6: BELCHA'S BARN Type: Mill (Boss) Difficulty: **/10 --- Belcha, the giant Barrel guardian of Lake Orangatanga, has a nasty habit of barrel cannibalism. He has a seemingly-endless supply of smaller stored inside his body, which contain the yellow variety of Knik-Knacks, the types which can be flipped and used as ammo that can make Belcha belch himself to death. Literally. ****************************** Ah...poor underappreciated Belcha. I have always felt sorry for the guy. He gets no respect whatsoever for heroic deeds, setting a standard for those of us who cherish any shred of dignity we have. Anyways, the key to defeating dear Belcha is not getting in as many hits as required, but rather finishing him off as much as possible. Your goal is to knock him off the other side before he has the chance to do the same to you (those of you who've defeated Sluggy the Unshaven in Yoshi's Island should have an idea of what I am talk- ing about. He will repeatedly spit out barrels, and in doing so, he will hop forward a bit. Jump on the Barrel as it rolls towards you (if you get hit by it, you won't suffer any damage). A yellow Knik-Knak should pop out. Once this breed of Knik-Knak is jumped on, they will flip over on their backside rather than be completely squished. Once the Knik-Knak has been flipped over, it can be grabbed with one of your Kongs (preferrably Kiddy in this particular battle). Once you have grabbed one, Belcha will begin gnashing his teeth. Your objective is to throw the Knik-Knak into his mouth when his teeth are not blocking the way (Kiddy's tosses are much more accurate, which is why I recommended picking up the beetles using him). Once you make it in, Belcha will chew the Knik-Knak and let out a humungous belch, sending him backwards. The goal is to repeat this process until he backs himself over the right ledge. Do this quickly and it should only take two or three hits. Your reward for defeating Belcha is a Bonus Coin. ********************************************************************** K) KREMWOOD FOREST ********************************************************************** Overview: All right, no more games. Lake Orangatanga was just some giant kiddie pool. The Kremwood Forest is where you stop being a chimp and become...A CHIMP HUNK! Your enemies have made themselves quite cozy in this woodsy area of the Northern Kremisphere, and rumor has it that Brash Bear, the national track champion, has his training route through here. Be on the lookout for a giant hairy spider, as well, whose diet isn't simply restricted to flies... ****************************** K-1: SPRINGIN' SPIDERS Type: Redwood Difficulty: ***/10 Kremlings: Bristles, Buzz, Knik-Knak, Nid, Sneek Animal Buddies: Squawks --- For some weird reason, this stage has switched its order with Barrel Shield Bust-Up. This is both your first and last encounter with the Nids, red and yellow spiders with wodden boards on their backs, which will assist you in ascending the treetops. You will also have your first opportunity to play as your parrot buddy, Squawks. He may be well-hidden but he is the only way to access several of the stage's goodies. ****************************** To the right of the start, you'll find a Yellow Nid jumping vertically. Jump on its board for a lift to the DK Barrel if you need it. Hop down, and pro- gress through the tree opening to your right. Jump on the next Nid to reach the ledge above you. You shall encounter a new foe, Bristles. This porcupine cannot be defeated with a jump, so use your roll/spin to take it out. Leap up to your right, being careful not to hit your head on the Red Buzz. Leap over the Buzz to your left. Jump on the next Nid and take out the Sneek at the top. Continue upward, and grab the Standard Barrel right before the next Nid. Use the barrel to knock out the Green Buzz guarding a Bear Coin. Further up you will find another Yellow Nid, though this one jumps diagonal- ly. Hitch a ride, and jump through the tree ring near the letter K. Go left, but do not leap over the gap. Instead, drop between the two branches. You should land on another Nid and spy a Squawks Barrel to your left. Jump in. As Squawks, you can explore different aspects of this stage. Fly upwards, ignoring the path to your left. You should eventually find an opening in the bark to your right. A trail of bananas will lead you through what seems like a maze. When you are lead outside the tree, wiake out the Buzz blocking the entrance back in by spitting a coconut. You'll find a Bonus Barrel to your left. BONUS AREA 1: GRAB 15 BANANAS When you enter this Bonus Area, fly upwards the tree, watching out for the Red Buzz blocking your way. The Green bananas will appear in the room above, all around a stationary red Buzz. You must collect the bananas while rotat- ing around the Buzz. This can be tricky, but you have a whole 45 seconds to do so, so take your time. When you've collected 15, descend back to the bot- tom floor with care, avoiding both Buzzes. The Bonus Coin will appear in the lower-right corner. When you exit the Bonus Barrel, fly up to the No squawks Sign. Squawks will revert to a Bear Coin. You will find a new type of Nid - the red breed. This type of Nid will not jump until you jump them, rather than automatically. Hop aboard to be carried over the two Buzzes, hopping off quickly. Go under the next Buzz, and jump on the next red Nid. This one will jump vertically. On the next ledge, you'll want to wait until the moving Buzz above you moves to the left so the Nid won't ride you into it. The next Nid will jump diag- onally. The next ledge is on the right, but be careful of the red Buzz. Keep continuing upward, riding the next Nid up to where the Coninue Barrel is lo- cated. The next Red Nid is a booby trap who jumps right into a Red Buzz, so DO NOT jump on it! Instead, jump through the tree opening to the right where you'll find another DK Barrel. Continue upward and jump on the next Nid, but make sure to leap off IMMEDIATELY when it reaches the top, or you will ride right into a Buzz. The next Nid jumps vertically. Leap over the next Buzz at the apex and go left. You can drop down between the next two Buzzes and collect some invisible swag, but it is fairly risky and almost not worth it. A less risky rop you may want to take is in the next tree. Drop throuh the hole, and you'll find a plethora of bananas along with a Barrel Cannon which will shoot you back up to the main stage. Ride the next Nid upwards and you will find a TNT Barrel on the other side of the tree with Koin underneath. DK COIN: Grab the TNT Barrel and jump to the branch on the other side. You should blow open a hole in the bark, with the Steel Keg inside. The game wants you to throw the Keg back through the hole using Dixie, though I find this met- hod fairly innaccurate and useless. Instead, grab the Kag and drop down to the right. You'll land on a Nid from before. Continue back to where you bus- ted open the bark with the TNT Barrel. Face left from that exact location, and toss the Keg. The DK Coin is yours. Go back to the left and take out the Bristles above you. Follow the path outside the tree and back inside. You now actually have the option of going one of two ways, depending on whether or not you want the letter N. If you do, ride the red Nid up the tree. If not, continue right. Hop on another Yellow Nid, and you'll find another Red Nid with a Red Buzz flying back and forth above it. You know how to do this. The next few Nids are all repeated patterns you have seen before. At the top, kill the Bristles to the left and tag the DK Barrel if you need it. Ride up another Nid and jump over the Red Buzz (Can't you tell I am getting tired of typing the same thing over and over again?). The next Nid is tricky, seeing as how a Buzz flutters above your jumping space, and there is not much time to react. You'll want to jump to the right, where you will find another opening. Instead of jumping on the next Nid, roll off the side. You will land in the second Bonus Barrel. BONUS AREA 2: COLLECT 30 STARS Compared to the previous Bonus Area, this is cake. You can ride the Nid into the first ten, and the other 20 are lined up in columns on a freefall. If you have Dixie, you can collect these in one fall. If not, collect as many as you can on your first drop and jump back on the Nid to collect the rest. Back in the main stage, you'll have to jump on three more vertical Nids and leap over the Buzzes at the top. Afterwards, simply jump up a few branches to reach the flagpole. ****************************** K-2: RIVERSIDE RACE Type: Riverbank Difficulty: ****/10 Kremlings: Bee Swarm, Buzz, Knik-Knak, Koco, Re-Koil, Sneek Animal Buddies: None --- Time is not on your side in Riverside Race, and neither is nature. This is where Brash Bear holds his training course. Beat his record, and he will be PISSED. There's also a swarm of killer bees stalking you throughout this stage (Kiddy's a honey kleptomaniac), so stay on your toes the entire time. Play first for completion, again for record time, and once more for the goodies. (This guide will cover the general walkthrough and locations of the bonuses. If you want speed run info, visit speeddemosarchive.com) ****************************** As soon as you begin the stage, grab the DK Barrel, and RUN! A swarm of bees are on your tail! Spin through the Sneeks rapidly and jump into the water to collect the bananas. The bees cannot harm you while you're in the water, but watch out when you're leaping back to the surface. Bounce off the Re-Koil by the letter K. This next part is extremely tricky if you're aiming to reach the first Bonus Barrel. It requires you to use Kiddy's Water Skip to reach the high ledge on the other side of the pond. With the bees behind you, this is an additionally difficult task. However, there is and easier (though more inhumane) solution. Dive into the water and come up beneath the ledge. Jump out of the water and let the bees take out one of your Kongs. This will give you a temporary boost needed to hop up to the ledge. Run to the right to find the Bonus Barrel. BONUS AREA 1: GRAB 15 BANANAS This Bonus Area is simply a small pond with a single Koco in the middle that hardly moves. Bananas will appear in and out of the water, and the only big challenge comes in making successful leaps out of the water over the Koco (although you can also swim underneath). The Bonus Coin should appear on the ledge to your right when finished. Hop off the ledge to your right. You should land in a pool. Hop back out to continue your mad dash through this stage. Bounce of the Re-Koils' heads while constantly moving forward. Fall into the next pool, avoiding the Koco. You will swim into a little cave where you'll find the Continue Barrel. The next DK Barrel will appear in the next pool you swim into. Take care when bopping the next two Re-Koils, as they spring back and forth rather than up and down. Leap over the next pool. For the pool after, jump in and swim down to the very bottom-left corner. You'll find an Invincibility Barrel. Tag it, then use the Red Buzzes above you a stepping stones to bounce to the next ledge which hosts the next Bonus Barrel. BONUS AREA 2: BASH THE BADDIES You have 15 seconds to defeat four Re-Koils. This is not very difficult, but watch out for the second and third ones, as they bounce back and forth, crossing each other's paths. The Bonus Coin will appear at the end. You'll emerge in a pool with another DK Barrel. The bees are now gone tempo- rarily, so if you are not doing a speed run, you can take your time on this next set of obstacles. Bounce on two more Re-Koils before dropping back into the water and swimming through another cave. The bees are back and you are almost finished, but let's take one last pit stop for the DK Coin. DK COIN: Obtaining this DK Coin is similar to the first Bonus Barrel, only you will be skipping left instead of right. This is tricky considering you'll now be going against the bee swarm instead of away from them. The same "cheat" tac- tic that involves knocking out one of your Kongs can be used here, however, though you'll have to do it away from the wall so the bees do not disappear. You will find Koin and a Steel Keg at the top, though you'll still have to contend with the bees, unfortunately. Toss the Keg over his head against the back wall. Back on the main run from the bees, spin through the final three Sneeks in the stage. The flagpole lies just beyond that. ****************************** K-3: SQUEALS ON WHEELS Type: Mill Difficulty: ***/10 Kremlings: Booty Bird, Buzz, Re-Koil, Sneek Animal Buddies: Parry -- In an age where using running hamsters to provide electricity has become obsolete, Sneeks run inside wheels to provide power to the Kremwood Forest mill. Each Sneek guards a doorway, and in order to open that door, you must destroy all the Sneeks with replenishible barrels until the door meter turns green. ****************************** As you begin the stage, you will find a Steel Keg. Throughout this stage you will be using these Kegs to knock Sneeks off their wheels to open doors. For practice, there is a Sneek right in front of you. Toss the Keg toward the wheel, and the Sneek should fly out. Pass through the door. Grab the DK Bar- rel to take out the grounded Sneek. You will find a blocked door to your right. This is actually the stage's exit, but you won't be able to open it until much later. Climb up the rope instead. Jump off to your right and bop the Re-Koil. Toss the Steel Keg at the Sneek above you. This is the first of numerous Sneeks you will have to defeat in order to open the next door. Past the letter K, you'll find another Sneek wheel with a Red Buzz circling it. Knock out the Sneek when the Buzz is no longer in your way. Take out another Re-Koil and ride the lift up to the next floor. The next Sneek wheel has two red Buzzes circling instead of one. Use the same tactic here. Past the next Re-Koil, take the upper route where you'll find another Steel Keg. Take out the Sneek, and watch out for the Buzz as you leap over. Past a few more simple enemies, you will find a rope. Go past it. Grab the next Keg and take out the Sneek at the top of the lift. Jump on the wheel and you will spy the Bonus Barrel to your left. BONUS AREA 1: COLLECT 20 STARS All 20 stars in this Bonus Area will appear above two Sneek wheels in the middle, which can be used as platforms. Keep in mind that there is no floor in this room and you'll pass this easily (It's easier with Dixie, though). Outside the Bonus Area, climb up the rope you passed previously. Pass the next Sneek wheel to find the Keg needed to knock him out. The door will open, with the Continue Barrel on the other side. Use the next Keg to take out both Sneeks in front of you. After they have been wiped out, use the wheels as stepping stones to the ledge above. Say hello to Bonus Barrel #2. BONUS AREA 2: GRAB 15 BANANAS This is basically just a clone of the first Bonus Area with a different ob- jective, same layout and everything. The Green Bananas will appear on the Sneek wheels, above them, or in-between. Do not fall and you will pass this Bonus Area easily. Grab another Keg and ride the lift. You'll see another Sneek to your right, which is perhaps the trickiest one in the entire stage. Two Red Buzzes will orbit it, and your aim has to be exact, or you'll have to drop down and try again. The next Sneek also has two orbiting Buzzes, but these are the green variety, meaning you can take them out with Kegs. Don't move ahead just yet, though. DK COIN: This one is easy to miss. Stand atop the previous Sneek wheel you took out. Have Kiddy toss Dixie up and to your right. You should land on a ledge with Koiun and a Keg. Standard methods apply from here. Past the letter N, you will have to carry the next Keg past two Red Buzzes that hover up and down. It is a low ceiling, so dash across when they move up. Kill the Sneek on the other side. The next wheel is another one with two Red Buzzes, though this time you will actually have to throw it as it is too high to simply jump with the Keg overhead. Jump in the Barrel Cannon and you should land on a moving platform. Jump to your left to find the Keg needed to knock out the Sneek above you. Jump to the right of the platform to find another rope. Climb it and take out the Sneek at the top. Grab another Keg so you can knock out the two Re-Koils ahead. Another wheel awaits with two rotating Red Buzzes. You should know what to do by now. Ascend the next lift to find the stage's final Sneek. Take him out. Do not think you're done with the stage yet, however. Jump through the hatch to begin a freefall all the way back to the bottom floor. The door that was blocked earlier is now open. You'll find a crate containing Parry beyond the door. Note that if you want prizes at the end, you will have to keep Parry alive above you. Parry will automatically take out Booty Bird when they come in contact, so do not worry about that. The Buzz, on the other hand, will KO Parry if it hits. Take a careful leap underneath the Buzz, making sure not to get hit yourself. Get parry across the No Animal Sign, and you'll receive a Blue Balloon! Tag the flagpole and you're finally done. ****************************** K-4: BARREL SHIELD BUST-UP Type: Redwood Difficulty: ***/10 Kremlings: Buzz, Minkey, Nid, Sneek Animal Buddies: None --- Meet Minkey - a distant and duranged relative of yours who is in line with the Kremlings. Groups of them will attempt to pelt you with acorns on your ascent of the Kremwood Forest treetops simply because they can. Luckily, Barrel Shields are located on several of the stage's ropes, which should as- sist in protecting you from flying nuts (Don't get any dirty ideas). ****************************** Kill the Sneek and use the DK Barrel to your right to eliminate the Green Buzz that guards a Banana Bunch. Begin climbing the rope but watch out right past the letter K. You will encounter a new enemy - Minkey. (For info, check the Kremlings section.) Make sure your Kongs are on the left side of the rope, and climb up behind the Barrel Shield. These shields will guard you from the Minkeys' attacks throughout this stage, repelling their nuts. Jump off the rope and climb a few branches, defeating the Sneeks. The next Barrel Shield features three Minkeys, though the strategy remains the same. The next set contains four, and it is especially tricky considering how there is no Barrel Shield to protect you. Once the bottom Minkey tosses his nut, make a dash up the rope. The following set contains two Barrel Shields. Climb up behind them between each of the Minkeys' intervals. Between the trees, two Buzzes encircle a Banana Bunch. Run under, as a prize that measly is not worth taking the risk. Hop down through the hole to find and invisible Bear Coin and you will be blasted back by a Barrel Cannon. The next set of Minkeys is another set without any Barrel Shields. Use the same strategy as before. Go up, and you'll find a TNT Barrel. See that lone bana- na on the other side of the left wall? Carry the TNT Barrel over there to blast a hole. You'll find a Bonus Barrel on the other side. BONUS AREA 1: FIND THE COIN The Bonus Area requires you to climb through a series of Minkeys. The spaces your Kong must fit in between the Minkeys' trajectory is very thin, so use Dixie for the convenience of being compact. Make it to the top unscathed and you will freefall back to the bottom where you'll claim your prize. Back in the stage, you'll break the Continue Barrel and face a new obstacle, Moving Barrel Shields. The key is to move along with these Barrel Shields at the same pace they do to keep safe. Generally, you'll weant to dash climb a bit then pause briefly, since the Barrel Shield does not move at your match- ing rate. Cross to the left tree where you'll be required to repeat the same process you previously did. Avoid more Minkeys as you make your way toward the top where the letter N lies. You will find another DK Barrel if you need it. Before moving on, switch to Kiddy to toss Dixie above where the DK Bar- rel is/was. Ascend the branches to find a TNT Barrel. Use it to blast open a hole near the Steel Keg to your right. DK COIN: Beyond the opening, you will find Koin directly underneath you. The best way to defeat him is to throw the Steel Keg against the left wall from exactly where you picked it up. Koin should be knocked out. Return to Minkey Hell and climb further up the tree. You will find a Red Nid toyour right which can be used to obtain the letter G. Walk out the opening to your left. You are now on your final stretch of Minkey madness. Use the same tactics you have been using all along. There really isn't much else to say. At the top, grab the TNT Barrel and blast a doorway to your left. Climb the snapped branches and grab the DK Barrel if needed. Look for a high hole in the tree to your right. Using Dixie, Helicopter Spin through this hole, followed by two additional holes beyond it (You can land on the hole itself if you want). If you miss, you can keep trying. Make it, and you should land in a Bonus Barrel. BONUS AREA 2: GRAB 10 BANANAS I actually think this is one of the most difficult Bonus Barrels in the en- tire game. There are three Minkeys in this tree, two on the left and one on the right. Each Banana will appear between the Minkeys' throwing space. Nat- urally,this is not easy, but the developers were kind enough to change it from 15 Bananas in the original version. Still, it requires the utmost care. Also, once you collect all ten bananas, don't get careless on your climb down to the Bonus Coin. A hit can still disqualify you. After finishing, you will emerge in front of the flagpole. ****************************** K-5: BOBBING BARREL BRAWL Type: Riverbank Difficulty: ****/10 Kremlings: Booty Bird, Buzz, Knik-Knak, Krimp, Nibbla Animal Buddies: Ellie --- Say hello to Nibbla - an underwater nuisance which will follow you wherever you go, whether it be in or out of the water. You will be forced to play as Ellie for most of this stage, learning to spit water at baddies and use floating barrels as platforms across Nibbla's territory. ****************************** Grab the DK Barrel and toss it at the Booty Bird above the Red Buzz. Booty Bird will drop a TNT Barrel, landing on the Buzz and knocking it out to re- veal the letter K. You'll find a pool to your right. Whatever you do in this stage, do NOT enter the water by any means. Nibbla awaits in each pool ready to munch on you. Jump to the Barrel Cannon where you will be blasted into an Ellie Barrel. Go to your right, bopping the two Krimps in your way. You will spy two Barrels floating in the next pond, one of which has a Buzz above it. Carefully leap onto the first Barrel, making sure not to lose your footing. Hold R + Down to fill your water meter in the lower-right corner. Press R to fire water at the Buzz to knock it out. Carefully leap to the other side. The next pool supports a Steel Keg. Hop on it, refill your meter, then jump in mid-air to shoot water at Booty Bird, who will drop another Keg. Jump into the Barrel Cannon. You will be shot over the Bonus Barrel if you look quickly enough. Once you land, turn around. Face the Booty Bird and squirt it to knock down a TNT Barrel which will eliminate the Buzz. Make a leap for the Bonus Barrel. BONUS AREA 1: FIND THE COIN Grab the Barrel with Ellie's trunk and toss it into the pond ahead. The Bar- rel should float. Use it as a platform to reach the Bonus Coin on the other side, making sure to keep your feet dry. Your meter will deplenish after leaving the Bonus Barrel, so take care when leaping off the next slope onto one of the floating Barrels below, as a Buzz will fly back and forth over it. Quickly leap over the Buzz to the next Bar- rel, then to dry land. Hold B to suck the TNT Barrel from the other side of the red Buzzes blocking your path. Take them out. Past the Knik-Knak, grab a Barrel just like you did in the Bonus Area, and toss it into the water. Leap across. Pass the Krimp and leap over the two Red Buzzes. You will spy Koin ahead of you. DK COIN: Use Ellie's suction maneuver to suck the Steel Keg underneath the two Buzzes you just leapt over. Toss it over Koin's head, low enough so that you do not hit the Buzz above. Claim your DK Coin. Tag the Continue Barrel. Follow the Banana trail into the pond (Don't worry, this particular pond has no Nibbla). Leap out on the other side. Grab the next Steel keg and toss it into the water. Nibbla's back for this pond, so jump cautiously. Take out the Buzz with a blast of water. Land on the Steel Keg in the next pool. The bridging Keg lies in the Booty Bird above, which is being encircled by two Buzzes. Jump and squirt to take out all three. The next pond has no Nibbla. If you jump in, you'll notice a Bonus Barrel at the bottom, but Ellie wwill not sink. You will need to find a way to weigh yourself down. Progress forward until you encounter two Knik-Knaks. Do not defeat them yet. Instead, wait until they gain flight and remain stationary. Bounce off the Knik-Knaks to gain enough altitude to sink far enough into the pool when you land. You should access Bonus Barrel #2. BONUS AREA 2: COLLECT 10 STARS Good timing skills are vital in this short Bonus Area. Each line of stars forms a jump from each floating Keg to the next. Jump to each one in a nor- mal fashion and don't fall in the water to collect all ten. Grab the next Keg and toss it at the Buzz floating above the water. Then create your typical Barrel bridge you're used to by now (Make sure to refill on your water supply). Follow the Banana trail off the next ledge to land on a floating Barrel. Shoot the Buzz and the Booty Bird to drop another Keg. Work your way across the pond. Suck another Keg from under a Green Buzz, followed by a Red Buzz in front of it. Toss the Keg over the Red Buzz to el- iminate the green one. Jump up the ledge and defeat the Krimp. For one final bobbing Barrel crossing, wait for the Buzz before leaping and make your way toward the barrel on the left. Shoot the Buzz in front of you to open up the path to the end. Pass the No Ellie Sign to receive a Banana Bunch. Grab the flag. ****************************** K-6: ARICH'S AMBUSH Type: Redwood (Boss) Difficulty: ****/10 --- Arich, the giant hairy tarantula that guards the Kremwood Forest, has a few hairs to pick with you. Each Kong has their own advantage and disadvantage in this fight. If you are going to sacrifice a Kong, make sure it's Dixie. Hiding spots are vital in this boss battle, and Kiddy can utilize them much easier without breaking a barrel by holding them overhead. ****************************** When entering this battle, keep in mind that you'll want to keep Kiddy alive for the final sequence. That said, you may want to lead with Dixie so you at least have Kiddy fall back on if you get hit. When you begin, Arich will bounce up and down, with a Barrel on his back. Bear in mind that while you can safely jump on Arich's fur without being harmed, his claws will harm you if you make contact with them. Use the branches to hop up to his back to re- trieve the Barrel. Once you've grabbed it, hop onto the high branch to your right (all future Barrels will regenerate here). Arich will pull himself up. Quickly hop down directly beneath Arich, while still holding the Barrel. He will then quickly descend on you. Quickly leap upwards to bop Arich on the chin with the Barrel. Another Barrel will emerge on the high ledge. Repeat the process again. After the second hit, Arich will begin intervals of shooting poisonous spit wads at you. These wads will bounce around the tree, though there are two safe spots you can hide in, those being the two bottom corners. First, he will fire three wads. After those clear the screen, hop back up for another Barrel. Hop down, and Arich will fire the wads again. Make sure the wads do not break your Barrel (hiding in the corner still works). Arich will descend upon you again. Bop him. For one last round, make sure Kiddy is your lead Kong. Arich will fire five wads this time, a few of which are close enough to the corners that even though you'll be safe, the Barrel will be broken if Dixie is holding it. After the rounds stop, grab one last Barrel. Duck and cover with Kiddy, then give Arich the final blow to the chin. ********************************************************************** L) COTTON TOP COVE ********************************************************************** Overview: When you complete Kremwood Forest and receive the hovercraft, you have the option of heading to one of two worlds - Cotton Top Cove or Mekanos. Unless you are REALLY itching to get the hard stuff out of the way, it is highly recommended that you attempt Cotton Top Cove first. There, you'll be faced with the game's first underwater stages, as well as treacherous waterfalls, happy-go-lucky Kamikaze Barrels, and a strange clam-like creature intent on washing you away for good. ****************************** L-1: BAZZA'S BLOCKADE Type: Underwater Difficulty: ***/10 Kremlings: Bazza, Bounty Bass, Koco, Lurchin Animal Buddies: Enguarde --- What's a Donkey Kong game without water stages? A crappy one, that's what. This particular bay is Bazza's home turf, and traffic won't be stopping just for a few monkeys to swim by. Timing is the key if you want to survive, or if you hate being polite, seek out Enguarde to beat the rush. (Did I mention the Aquatic Ambiance remix in this stage kicks ass?) ****************************** Swim through the reef to your right to find a DK Barrel. If you look above you, you will find a new breed of underwater enemy blocking the letter K - Bazza. These aquatic hazards will swim out of holes in the reef in continu- ous supplies. Ignore them for now and swim to the right, avoiding the Koco. Swim near the reef's ceiling so you can steer clear of the Bazzas beneath you as you swim left. Arc up and to the right, maneuvering around the waves of Kocos. Drop down and you will eye Bazza holes on each side of the reef. Wait for one to swim through before passing down. Beneath the Banana trail, the first Bonus Barrel awaits. You'll have to avoid a fast-moving swarm of Bazzas, however. Drop down between the waves into the Bonus Barrel. BONUS AREA 1: FIND THE COIN In this Bonus Area, you must swim to the right avoiding aquatic enemies. A Lurchin lies on the seabed, while Bazzas will continually swim overhead. Pass over the Lurchin through a break in the Bazzas, sinking back down to the bottom (the Bazzas will not hit you there). Swim up when no Bazzas are immediately approaching and claim your Bonus Coin. Watch out for the Bazzas when swimming back up into the main stage. Swim to the right. You will find two Bazza holes vertical to each other. Both Bazzas will emerge closely together, so swim upward when both pass. The next column has four Bazza holes. Hold onto B while swimming upward to make it through before the next wave hits you. Swim up and to your right, hugging the ceil- ing so you dodge the next group of Bazzas. Drop down when you reach their hole on the left. Continue to your left, passing the Koco and the letter O. Descend down the shaft slowly so you don't get hit by the next line of Baz- zas. Tag the Continue Barrel at the bottom. Weave through some more Bazzas while ascending the shaft to your left. When you reach the top, you'll be required to swim through a narrow passage lead- ing to the right while blending in with the Bazza's traffic. Wait until one passes, then follow right behind it, making sure not to go so fast that you accidentally make contact. Slowly drop down, as another quad column of Bazza holes lies below you. Sink past them quickly. Follow the Banana trail to the right and hug the ceiling by the next Bazza stream. Rapidly swim up past the next two holes. This next part is tricky. Bazzas will pour out through a passage to your left. If you want the Bonus, however, you are actually going to have to go left through the passageway against the opposing flow. If you hug the ceiling as tight as possible, you should get through unscatched as you tread left. Drop down when you reach the hole and you will find the next Bonus Barrel. BONUS AREA 2: BASH THE BADDIES You will automatically drop into an Enguarde Barrel as you begin this Bonus Area. Your goal is to pierce through all the Kocos swimming out of the Holes in the reef. It looks simple, but it is surprisingly easy to get hit even in Enguarde form, so position yourself squarely in front of each Koco before jabbing them. The Bonus Coin will appear at the top of the shaft. When you emerge from the Bonus Barrel, you will remain in the Enguarde form, which is a HUGE advantage through the rest of this stage. Swim back into the Bazza flow, piercing each one blocking your way. Descend through the next shaft, though be careful not to hit your fin in the Bazzas instead of your nose, as you will still be harmed. Continue taking out Kocos and Bazzas as you work your way down the winding reef. Once you reach the bottom, you will pass the No Enguarde Sign, yielding the letter G. Pass through the hole to your right to enter a cavernous section where the goal lies. DK COIN: Do not be so hasty to grab the flag. Each underwater stage's Koin lies in a cave at the end of the stage. Dash past the flagpole to find Koin. The Steel Keg is on the other side of him. Grab the Keg and stand on top of Koin's shield, facing the right. Hurl it against the wall, and Koin should be taken out underneath you. Dash back to the flagpole. ****************************** L-2: ROCKET BARREL RIDE Type: Waterfall Difficulty: ***/10 Kremlings: Buzz, Knik-Knak, Krimp, Krumple Animal Buddies: Parry --- You will not have any time to admire the gorgeous scenery in this stage, as you will be constantly preoccupied from blasting between chains of Buzzes in Rocket Barrels, an exclusive to this stage which will rocket you to an apex before launching you like a regular Barrel Cannon. Keep in mind that the wa- terfall stages have two layers, so if you are falling behind the waterfall, don't think you're going to land safely on a ledge in front. ****************************** Grab the Barrel in front of you to take out the Krimp. Use Kiddy to take out Krumple, the big buff blue guy who will repel all rolls and anything done by Dixie that is physical. Hop in the Rocket Barrel to be rocketed up to the ledge above you. When it fires, fall to the left. Jump up to the ledge above you to go behind the waterfall where the next Rocket Barrel lies (you cannot touch this Barrel when standing in front of the falls). Ride it up for some extra Bananas. Drop back down and take out the Krimp to your left. Ride the next Rocket Barrel and fall out to your right. Go all the way to the right if you want some extra swag, otherwise continue firing yourself up the falls until you pass the letter K. Travel behind the waterfall to reach the right side without risking getting stung by the Buzz. For the next Rocket Barrel you will have to contend with a vertically-moving Buzz when launching. If the Buzz is blocking your immediate path, drop back into the Barrel. You'll fire up again. When the time is right, shoot to the next Rocket Barrel. You'll encounter two more similar situations immediately after. Simply do the same. When you reach ground again, kill the Krimp and shift over to your right. Avoid the Krumple and run past the Boost Barrel for an invisible Bear Coin where the lone Banana lies. Hop into the Barrel and shoot yourself into the Barrel Cannon above. Weave around behind the wa- terfall and dodge the Buzz. Take the next Barrel Cannon upward after the Krimp. Instead of lunching into the next Rocket Barrel beside you, however, launch left over the Buzz so that you bounce off the Knik-Knak. Bounce left off two more Knik-Knaks to land in the Bonus Barrel. BONUS AREA 1: COLLECT 20 STARS This is an easy Bonus Area in that you will be automatically shot into most of the Stars, so you really will not have to go out of your way to collect many. Simply ride the Rocket Barrels upwards, collecting Stars on the sides of the ledges. The Bonus Coin is at the top. Run to the left to find the Continue Barrel. Hop onto the ledge above you and into the Boost Barrel. You'll be launched into a Barrel Cannon, then the next ledge above you. Go around the front of the waterfall to reach the next Rocket Barrel above the Krimp. Ride it upwards and hop in another one. Time your launch over the Buzz just like before. Do this once more and rocket to the next ledge. Go right to find Parry's crate (It's not a necessity, but it yields a nice treat). Head back to the left. You will be required to leap through a series of Buzzes positioned above and below the cliff ledges while keeping Parry alive. I actually recommend using Kiddy for this. Carefully weave through each of the openings. Vertically-moving Buzzes will appear in a few of the columns, so watch your jumps. Once you have passed the Krimp, leap up past the Buzz and go right instead of back to the left. You'll find two Krumples underneath the waterfall. Take them out with Kiddy and toss Dixie upwards to land in the Bonus Barrel (If you don't have one Kong or the other, you can still drop in from above). BONUS AREA 2: COLLECT THE STARS This one may take you a few tries, though having Parry will greatly benefit you. Fire yourself out of each of the Rocket Barrels to collect the stars above you. Some out of normal reach will require you to swerve out then back in so you land back in the Rocket Barrel. The Bonus Coin will appear on the right-most ledge. You will emerge near the letter G. Hop behind the waterfall, over the Buzz, and into the Rocket Barrel. You'll be shot up to to top of the stage, where you will find the Steel Keg. DK COIN: Koin is to the far left, but you cannot defeat him by your normal toss-over methods. Instead, grab the Keg with Kiddy. Stand under the Barrel Cannon, and toss the Keg upwards so that it rolls slowly to the left. Immediately jump into the Barrel Cannon, where you'll be shot to the other side of Koin. If done quickly enough, the Keg should hit Koin from behind. After that is done, run back to the right to find the flagpole. ****************************** L-3: KREEPING KLASPS Type: Boardwalk Difficulty: *****/10 Kremlings: Buzz, Klasp, Kobble, Nibbla, Re-Koil Animal Buddies: None --- So far in your adventure, Barrels have been your best friends. In this stage, however, you'll learn what happens when Barrels fight back. Gangs of Kamikaze Klasps are determined to bomb you off the docks into the depths be- low, where an extremely hungry Nibbla awaits. Where's Coast Guard when you need them? ****************************** Grab the Barrel to take out the Re-Koil on the dock above. Climb the rope across Nibbla's little pool. Drop off at the dock, taking out the Kobble. On the next rope, you will encounter a new foe - Klasp. Follow the Banana trail over Klasp when he approaches you, then scramble to the end quickly. Leap to the next rope. Before leaping to the rope after, wait for the Klasp to move to the right. Stop underneath the two rotating Buzzes. When both of them go off-screen, quickly jump straight up twice. You will find the Bonus Barrel. BONUS AREA 1: GRAB 15 BANANAS Two ropes hang above a hungry Nibbla. This Bonus Area is relatively easy as long as you stay out of the drink, which isn't difficult by any means. Green Bananas will appear along each of the ropes. Repeatedly switch between the two ropes to collect them all. Claim your bounty. Progress to your right and defeat the Kobble. Cling onto the lower rope be- neath Klasp's rope. Leap onto it to Klasp's right. Two consecutive Klasps await you up ahead. Make quick jumps or use Dixie's Helicopter Spin to clear them. Tag the Continue Barrel on the next dock. Knock out the Kobble and hop on the next rope, evading the single Klasp. Up ahead, you will find a lower rope and an upper rope. Take the upper one, dodging the stalker Klasp. The Barrel Cannon to the Bonus Barrel lies beneath the lower rope. Instead of risking getting blown to smitherines by dropping down, Helicopter Spin to the Barrel from the dock. You will be shot into the Bonus Barrel. BONUS AREA 2: FIND THE COIN This Bonus Area requires you to leap over four Klasps. For quick times, use Dixie's Helicopter spin to soar over two Klasps at a time when they draw near each other. Also, make sure to stay out of the water. The Coin lies on the other side as always. Dash to the end of the dock. Grab ahold of the rope with the letter N, then bounce off of the stationary Re-Koil to reach the next rope. Here is where things start getting tricky. More Klasps will speed back and forth, though there are now Buzzes positioned overhead. Wait until each Klasp moves to the far left of their travel, then immediately jump between them and the Buzz and hurry to the right. Don't hurry the next jump though. Wait for the Klasp underneath the letter G before continuing. The previous Klasp won't hit you. Jump to the rope after with care, as there is little room for both you and Klasp. The next stretch of Klasps beneath Buzzes can be a bit tricky because the game has a tendency to lag with so many fast-moving sprites on-screen (Sadly, this was not fixed in this version). Nonethless, do not get caught off guard by it, but rather use the same precise jumps you did before. At the end of the rope, three grounded Re-Koils are lined up on separate docks. Bounce across each of them to the final hurdle of Klasps. Just like before, jump between the Klasp and the Buzz, and cautiously leap to the next thin rope, also guarded by a Klasp (having Dixie here is a huge advantage). You will reach ground again, with Koin up ahead. DK COIN: There's no Steel Keg in immediate sight, so you'll have to run past the flag to find it. Carry it back to Koin, standing on top of his shield, making sure not to get bounced back into Nibbla's waters. Toss the Keg to the right to take Koin out. Now tag the flagpole. ****************************** L-4: TRACKER BARREL TREK Type: Waterfall Difficulty: ****/10 Kremlings: Bristles, Buzz, Knik-Knak, Krumple, Re-Koil Animal Buddies: Ellie --- The first waterfall stage was simply a warm-up. Tracker Barrel Trek intro- duces Tracker Barrels, which act as regular Barrel Cannons which will travel parallel beneath your Kong wherever they move in the air. Ellie also makes her triumphant return, in what is really a practice round for your upcoming boss battle in disguise. ****************************** Spin/roll into the two Bristles in front of you. Grab the DK Barrel on the ledge beneath and use it to take out the Krumple. You'll find a Tracker Bar- rel past the next ledge. Jump in and collect the Bananas above you, getting yourself accustomed to the barrel's controls. On the other side, take out the two Krumples with Kiddy and collect the Bear Coin. Eliminate two more Bristles and you'll find another Tracker Barrel on the other side of the wa- terfall. Cautiously move over the Buzz by moving the Barrel slowly. Alterna- tively, you can simply hold B to soar way over. Launch into the Boost Barrel and stop when you hit the ground. Turn right, and use Dixie's Helicopter Spin to reach a high-up Bonus Barrel. BONUS AREA 1: COLLECT 70 STARS At first, 70 Stars may sound like one helluva lot in only 25 seconds, but it is actually quite simple. All the stars are found above the Tracker Barrels' launching trajectory, and you should have no problem collecting them as long as you don't accidentally miss any or fall to your death between the Tracker Barrels (as a warning, their paths will not overlap). The final few Stars appear right above where the Bonus Coin appears. From the Bonus Area exit, head left. Pass in front of the waterfall to avoid the Buzz's perils. Wipe out two more Bristles. Hop in the Tracker Barrel and with extreme care, blast over the horizontally-moving Buzz. Rush to the left to find the Continue Barrel, which appears unusually early in this stage. Enter another Tracker Barrel. You'll find a Boost Barrel above you. Take out the Krumple to your right. Hop into the Ellie Barrel. With Ellie, you can take out the Krumples ahead with ease. Hop onto the upper ledge that leads behind the waterfall. Drink the water while standing in front of/ behind the falls until your meter fills up. Jump in the Tracker Barrel and shoot water at the two Buzzes to your left. Shoot into the Bonus Barrel. BONUS AREA 2: BASH THE BADDIES In this Bonus Area, you must take out all the Knik-Knaks by pouncing on them with Ellie while launching out of Tracker Barrels. Make sure not to bump your head on the beetles' bottomsides, and work your way to the right where the Bonus Coin appears. (It is actually possible to enter this Bonus Barrel using Dixie and Kiddy which actually makes things easier, though you'll have to sacrifice one of them on the way in, and is not really recommended.) Grab some more water from the left waterfall to refill your meter and blast the two Re-Koils to your right. Hop into the Boost Barrel to be shot up to the next ledge. Progress left, defeating the Krumple. Fill your water meter co