(v2.10 of 06/30/98)
Copyright © 1995-1998 by Chris Stassen
Please send any additions and corrections as feedback.
This FAQ has four major sections:
- Introduction (please read!)
- "Frequently Asked Questions" about things other
than Kremkoins, Video Game Hero ("DK") coins, and miscellaneous
hard-to-find items.
- A list of the locations of all Kremkoins and Video Game
Hero ("DK") coins.
- Locations of other interesting objects (such as animal
crates or the K-O-N-G letters) which are hidden in out-of-the-way
places.
If you have trouble with my descriptions, Nintendo operates a free (except
for standard long-distance charge) "help line" that can be used from any
touch-tone phone. The line's number is 425-885-7529 -- be sure you have
permission from whoever is responsible for paying your phone bills! Press any
key to skip the introduction. At the time of this writing, the sequence to
get to DKC-2 is: press 1 (game hints), then 4 (DKC games), then 2
(DKC-2).
I also recommend the DKC2 player's guide, which is out now and costs $11.
You can order it directly from Nintendo at 1-800-255-3700 (for $13.00
including shipping and handling). The guide includes more information than is
available in this FAQ, and color detailed maps of every level. My copy
arrived just today as I was wrapping up the FAQ.
Minor terminology note: DKC2 has two different things called "Kannon" in
the manual -- (1) the upwards-pointing cannon which can take you to a bonus
area (which is harmless); and (2) DKC's "Klump" carrying a cannon (who
is definitely not harmless). In order to avoid confusion, I call the
former "Kannon" and the latter "Klump."
Back to top of FAQ.
Questions:
- How do I beat the bosses?
- How can I tell if I've found all of the Kremkoins in a
level?
- How can I reach things that are too high up to
jump?
- Game Genie codes?
- Are there any warps or shortcuts?
- How can I activate "Cheat Mode"?
- How do I activate the animals' special powers?
- What good are Kremkoins?
- Is there a shortcut to getting all the Kremkoins?
Back to top of FAQ.
In order...
- Krow's Nest - Pick up the eggs that Krow throws (sometimes they will stop
by themselves; others can be subdued by jumping on them while they're
bouncing) and throw them at Krow when he flies low across the screen.
- Kleever's Kiln - Pick up the Kannonballs and throw them at Kleever (the
giant sword). You must alternate sides of the pit (jumping across on the
hooks very quickly) in order to get more Kannonballs and avoid being
killed.
- Kudgel's Kontest - Throw TNT barrels at Kudgel. Avoid him (by running
under him when he starts jumping around after three hits).
- King Zing Sting - You must hit the bee in the stinger, from the rear, six
times. When he changes into a small red zinger surrounded by four circling
yellow zingers, you must kill all of the yellow ones before the red one
becomes vulnerable.
- Kreepy Krow - Dodge the ghost mini-Necky's. Hit Krow with the barrel that
appears after you jump on the solid mini-Necky. Repeat until some hooks
appear, then climb to the next part of the challenge. Dodge the falling eggs
while climbing to a barrel, that will take you to a platform where you will
battle Krow again.
- Stronghold Showdown - Just walk into the room.
- K. Rool Duel - Dodge the shots from the gun, and avoid K. Rool when he
rockets across the room. When he uses the gun as a vacuum cleaner, throw a
Kannonball into it. Repeat a couple of times.
Back to Question index or top of
FAQ.
On the map screen, a level is marked with an exclamation point once there are
no undiscovered Kremkoins remaining in it.
(e.g., "Pirate Panic" becomes "Pirate Panic!")
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FAQ.
You can reach objects or platforms that are just out of jumping range by
"teaming up." When you have both Diddy and Dixie, press the "A" button once
to pick up the other monkey. While holding "up" on the directional pad, press
the "Y" button to throw the other monkey upwards. You can also do this while
jumping.
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FAQ.
IMPORTANT NOTE: DKC2 has copy protection. It detects the the Game Genie and
(thinking that it is a game copying device) refuses to operate. The first
code, which takes up three lines, must be entered to disable this protection.
Any of the remaining codes may then be entered in the two remaining slots.
The following text is, per Galoob's requirements, unmodified. I have added
a few notes to the original text (e.g., section headings) but these are set
off in square brackets "[]". Everything else is Galoob's original text.
-- Begin excerpt from Galoob --
(c) 1994 Lewis Galoob Toys, Inc. All Rights Reserved. Excerpts from
Game Genie(tm) Code Updates made available for the private use of
Game Genie owners. NO COMMERCIAL USE WITHOUT AUTHORIZATION. This file
may be freely distributed FOR PRIVATE, NON-COMMERCIAL USE as long as
it is not altered and all text remains intact.
Game Genie is a product of Lewis Galoob Toys, Inc., and is not
manufactured, distributed or endorsed by Nintendo of America Inc.
Super NES is a trademark of Nintendo of America Inc. Game titles are
trademarks of their respective owners.
Game Genie is a trademark of Lewis Galoob Toys, Inc.
U.S. Patent No. 5,112,051.
Donkey Kong Country 2: Diddy's Kong Quest(tm) Game
THERE ARE 2 VERSIONS OF THIS GAME. IF THE FIRST CODE DOESN'T WORK ON
YOUR GAME, THEN TRY THE SECOND CODE
[First code] [Alternate]
------------ -----------
1. E6EE-A7D7 / E6EE-A7D7 \
+ 6DAF-12EB / 6DA4-1A8B | Master code - must be entered
+ 6D8D-C33E / 6D8F-C33E /
[Codes for lives]
2. C2A1-CE5B / C2A5-C37B Infinite lives
3. D465-3D67 / D46C-3D07 Start with 3 lives
4. DB65-3D67 / DB6C-3D07 Start with 10 lives
5. F665-3D67 / F66C-3D07 Start with 25 lives
6. 7F65-3D67 / 7F6C-3D07 Start with 50 lives
7. 1765-3D67 / 176C-3D07 Start with 99 lives
8. D4A1-437C / D4A5-4AEC Getting 100 bananas gives you 2 extra lives
9. D9A1-437C / D9A5-4AEC Getting 100 bananas gives you 5 extra lives
10. EEC2-1A1D / EECC-CA4D When last monkey is hit, other one returns
[Note that code #10 only keeps you from losing your last monkey
when playing Diddy and Dixie. It does NOT keep you from dying
when playing one of the animal characters or when being carried
by Squawks. It also does not keep you from dying from falling
off the bottom of the screen.
Code #10 does not work well in the roller-coaster levels,
especially the one with Kackle (the big skeleton/ghost).
After "dying," the monkeys will re-appear running beside the
roller coaster car, and may be unable to enter any "tunnel,"
including bonus areas and the end of the level.]
11. DD6C-C7D4 / DD62-C4A4 Pressing Select while paused exits any
level, not just completed ones
[Codes for coins]
[I don't know what it means when there is no alternate
code specified. It could be that the first code works
on both versions of the cartridge.]
12. 626D-4EBD Start with more Kong Family Coins
13. C2B9-1297 / C2B1-13F7 Kong Family Coins don't get used up
14. 626D-432D Start a new game with more Kremcoins
15. C2B9-1297 / C2B1-1A27 Kremcoins don't get used up
[Codes for Diddy jumps]
16. EDD0-735A Mega-jump for Diddy
17. E7D0-735A Super-jump for Diddy
18. E1D0-735A Diddy jumps higher
19. EBD0-735A Diddy doesn't jump as high
20. ECD0-735A Diddy jumps much lower
[Codes for Dixie jumps]
21. EDD7-5AEA Mega-jump for Dixie
22. E7D7-5AEA Super-jump for Dixie
23. E5D7-5AEA Dixie jumps higher
24. EBD7-5AEA Dixie doesn't jump as high
25. ECD7-5AEA Dixie jumps much lower
[Codes for Rambi jumps]
26. EFDD-535A Mega-jump for Rambi
27. E7DD-535A Super-jump for Rambi
28. E5DD-535A Rambi jumps higher
29. ECDD-535A Rambi doesn't jump as high
Donkey Kong Country 2: Diddy's Kong Quest and related names are
trademarks of Nintendo of America Inc.
-- End excerpt from Galoob --
Back to Question index or top of FAQ.
There is a shortcut in every level in the first two worlds (Gangplank Galleon
and Crocodile Cauldron). Generally, these shortcuts are invisible barrel
cannons very near the entrance, which direct you to a room with some bananas.
The room exits at the end target.
Pirate Panic (in Gangplank Galleon):
The warp barrel is above the first barrel that you can stand on from the
entrance (a few screens past the first DK barrel). Use the team-up throw to
reach it.
Mainbrace Mayhem (in Gangplank Galleon):
The warp barrel is aligned with the mast at the entry point, below the sail.
Use Dixie's helicopter jump to float under the sail and back to the left.
Gangplank Galley (in Gangplank Galleon):
The warp barrel is above the second-highest barrel in the stack at the entry.
Use the team-up throw to reach it.
Lockjaw's Locker (in Gangplank Galleon):
After the water level rises, head back to the left and follow the ceiling.
The barrel is in an opening that is two squares high and one square wide.
Topsail Trouble (in Gangplank Galleon):
The warp barrel is below the sail that you start on, just about aligned with
the mast. Use Dixie's helicopter jump to reach it.
Hot-Head Hop (in Crocodile Cauldron):
The warp barrel is above the entry. Team-up to jump above the entry door,
then team-up to jump from there.
[Thanks to: Dave Kliman]
Kannon's Klaim (in Crocodile Cauldron):
The warp barrel is below the left-hand edge of the third platform. Use
Dixie's helicopter jump from the platform to get there.
Lava Lagoon (in Crocodile Cauldron):
The warp barrel is up near the ceiling about even with the first large,
seaweed-covered crate on the floor. Team-up and throw upwards to reach it.
Red-Hot Ride (in Crocodile Cauldron):
The warp barrel is above the first steam jet to the right of [K]. Use the
team-up throw to reach it.
Squawk's Shaft (in Crocodile Cauldron):
The warp barrel is under the right-hand platform at the bottom of the level;
use Dixie's helicopter jump to float over the banana coin and to the extreme
right.
[Thanks to: Dave Kliman]
Parrot Chute Panic (in Gloomy Gulch):
When you reach a crate, use it to break open a nearby wall. This one isn't a
real "warp" because it doesn't skip the entire level.
Rickety Race (in Krazy Kremland):
Hold "LEFT" on the controller to get a secret green "+" barrel at the start
of the race. Break the barrel to move very quickly through the level.
This one isn't a real "warp" because it doesn't skip the entire level.
[Thanks to: Dave Kliman]
Back to Question index or top of
FAQ.
To get the "Cheat Mode" selection:
Start to play an empty (or erased) game. You will be given a screen which
presents three modes of play (one player, two player cooperative, two player
competitive).
Go to the bottom selection and press "down" on the control pad about five
or six times. You will get a "Sound Test" selection, which permits you (with
left or right on the control pad) to cycle through all of the musical
selections that the game offers.
Press "down" on the control pad about five or six more times, and you will
get a "Cheat Mode" selection.
Codes:
I've been told of two controller codes in E-mail (it has been claimed on the
net that there are three in total). I have not tried them myself, but they
are:
"YA SAD LAD" -- Y A <select> A <down> <left> A
<down>
... start the game with 50 lives
"BARRAL AX" -- B A <right> <right> A <left> A X
... start with both Diddy and Dixie, removes all of the "DK" barrels in
the game.
NOTE: If you enter both codes, you will always begin the stage with both
Diddy and Dixie, even if you only had one when you died.
[Thanks to: kareem12]
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Press and hold the "A" button for a while.
It will enable Enguarde (the swordfish) or Rambi (the rhino) to charge and
break open some walls. It will enable Rattly (the snake) to jump extra
high.
Squitter (the spider) and Squawks (the parrot) don't have special attacks
that require holding of the "A" button.
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You must collect all 75 Kremkoins in the game in order to complete it. Each
15 Kremkoins can be used to pay Klubba at one of his five locations, which
will allow you to get to one of the (very difficult!) "Lost World" areas.
Back to Question index or top of
FAQ.
According to Al Amaloo (www.gamewinners.com),
there is a way to collect a single token worth 75 Kremkoins:
Begin play in Pirate Panic and enter K. Rool's Cabin. Leave the cabin,
jump over the two bananas, take the bunch that are on top of the barrels, and
return to the cabin. Take the red balloon, leave the cabin, jump over the two
bananas, and grab the same bunch again. Upon returning to the cabin, a token
worth 75 Kremkoins will be inside.
Back to Question index or top of
FAQ.
Location of all Kremkoins and Video Game Hero (DK) coins
Following are short descriptions of the locations of all Kremkoins and "DK"
coins.
Index:
- Gangplank Galleon
- Crocodile Cauldron
- Krem Quay
- Krazy Kremland
- Gloomy Gulch
- K. Rool's Keep
- The Flying Kroc
- Lost World
- General information and strategy tips
- Kinds of bonus areas
Back to top of FAQ.
There are 5 DK coins and 11 Kremkoins to collect here.
- Pirate Panic
- DK coin
- Climb the stacks of barrels that sit 1-2 screens left of the [G].
- Kremkoin
- Drop into the "hole" (a crack in the ship) immediately left of [N]; walk
to the right, to directly under [N]. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- Use Rambi to open the left-hand wall in the first pit right of the [N]
(see question Q-6 if you are having trouble). The wall is marked with a
leftward-pointing arrow of bananas). Entry - DOOR; Game - DESTROY
- Mainbrace Mayhem
- DK coin
- After collecting Kremkoin #5 (below), walk across the sail to the right.
The coin is directly above the end target.
- Kremkoin
- Go straight to the right from the entry point (do not jump up on the
slanted sail); use Dixie's helicopter jump to float to the right beyond the
end of the platform. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- There's a Kannonball sitting out in the open a short distance past the
continue barrel. Pick it up and carry it to the left to the Kannon. Entry -
KANNON; Game - DESTROY
- Kremkoin
- Jump up onto the sail directly above the Kannon (use the team-up
"A"-button throw to reach). Entry - BONUS BARREL; Game - COLLECT
- Gangplank Galley
- DK coin
- Use Dixie's helicopter jump to the left from the topmost barrel of the
stack that is at the entry point (it will have to be a running jump). Land on
the hook, jump to the right to another hook, and you will see the coin.
- Kremkoin
- Climb to the top of the stack of barrels at the entry point; the bonus
barrel will be visible from there. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- While invincible, climb to the top of the barrel stack that is a few
screens right of the "!" barrel. You have to move fast, because you need
invincibility to knock off the Krunchas (musclebound kremlings). Entry -
BONUS BARREL; Game - FIND
- Lockjaw's Locker
- DK coin
- After the [G], move slowly. When the water level drops, stay on the high
crate. Use Dixie's helicopter jump to the right, then follow the trail of
bananas.
- Kremkoin
- Use Enguarde (the swordfish) to open a crate to the right of the "A" made
of bananas in a hidden room. Enguarde is below the room and slightly to the
left. The hidden room is directly above the first DK barrel that is floating
underwater. Entry - DOOR; Game - FIND
- Topsail Trouble
- DK coin
- Jump off to the right of a horizontal rope that has three stationary
Zingers (hornets) in a line. (This rope is just below the level of the end
target.)
- Kremkoin
- You need to use Rattly (the snake)'s "A" jump to get to the top of a
platform (or team-up and throw from mid-air). The platform is about halfway
to the continue barrel.
(Following the normal path: from the entry point you go across the level to
the left, then up a bit, then back across the level to the right, and then up
three platforms. At this point the barrel is directly above you, but only
visible from the platform which is right overhead.) Entry - BONUS BARREL;
Game - DESTROY
- Kremkoin
- A distance past the continue barrel, there is a horizontal rope which you
cross left-to-right. There are two Flitters (blue dragonflies) above the left
end of the rope, a DK barrel over a moving Zinger to the right. Jump up to a
hidden (invisible) hook that is about 1/3 of a screen to the right of the
rightmost Flitter. Bounce off the two Flitters and head to the left. Entry -
BONUS BARREL; Game - FIND
- Krow's Nest
- Kremkoin
- Awarded for beating Krow.
Back to Location index or top of
FAQ.
There are 5 DK coins and 13 Kremkoins to collect here.
- Hot-Head Hop
- DK coin
- Up above the "Y" of bananas that is immediately right of Squitter (the
spider)'s box. Use Squitter's web platform (jump and while in the air press
the "A" button twice; jump up on the web and repeat) to get to the coin.
- Kremkoin
- Open the chest under the [O], which contains a Kannonball. Take the
Kannonball to the right. There is a Kannon on the the third platform to the
right. Entry - KANNON; Game - COLLECT
- Kremkoin
- Follow the banana trail up and to the right, on the platform right of
Squitter's crate. Use his web platform. Entry - BONUS BARREL; Game -
FIND
- Kremkoin
- About a half screen to the left of the "no Squitter" sign, use the web
platform to climb straight up. Entry - BONUS BARREL; Game - FIND
- Kannon's Klaim
- DK coin
- It's at the bottom, extreme right, of the first Kremkoin area (below).
You will have to use Dixie's helicopter jump to get the DK coin.
- Kremkoin
- It's at the bottom of the level, directly to the right of the entry. Walk
across the entry platform and use Dixie's helicopter jump to the right when
the platform ends. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- There is a bonus barrel to the right of the second platform after the
continue barrel. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- Just below and left of the end target. Fall down between the target's
platform and the platform immediately to its left; fall slightly (1-2
monkey-widths) to the left. It's easier to land on if you use Dixie's
helicopter spin to float downwards slowly. Entry - BONUS BARREL; Game -
FIND
- Lava Lagoon
- DK coin
- Head down just to the right of the fourth Clapper (seal) after the
continue barrel (the first Clapper after [G]). There is an invincibility
barrel and a hidden corridor; follow the trail of bananas to the DK coin and
then onward to the end target.
- Kremkoin
- Use the barrel after the first "no Enguarde" sign to break open the
left-hand side of a nearby crate (a lone banana marks the crate to open).
Entry - DOOR; Game - DESTROY
- Red-Hot Ride
- DK coin
- Sits just out of sight above [N]. Pick up the DK barrel that's just past
the continue barrel and carry it past a Zinger and two Flitters. Next are two
Zingers which are directly below [N]. Jump and throw the DK barrel to pick
off the upper Zinger. Move over and jump on the balloon under [N]. Team up
("A" button) and throw the other monkey upwards to collect the DK coin.
- Kremkoin
- Use Rambi's special attack ("A" button) to open the left-hand side of a
hill on the first platform after [O]. Entry - DOOR; Game - DESTROY
- Kremkoin
- Ride the balloon just after the continue barrel, down and to the left,
under the continue barrel's platform. Entry - BONUS BARREL; Game -
COLLECT
- Squawk's Shaft
- DK coin
- With Squawks, head to the right of the close-together pair of Krooks
(hook-throwers). They are the fifth and sixth Krooks encountered after
picking up Squawks. (You can kill the Krooks easily and without a chance of
being hit, by sitting behind each one up against the bottom of the platform,
and having Squawks spit eggs.
- Kremkoin
- Directly to the right of the second group of three Klomps in the level.
From the Klomps' platform, jump up to the barrel, blast to the second barrel,
and then (instead of blasting "up" to a platform with two Krooks), blast
up-right to a barrel. From *that* barrel, blast up-right; from the next
barrel blast directly to the right. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- Use Dixie's helicopter jump to float down from the Krook's platform that
is directly to the right of Squawks (the parrot)'s box. (If you jump left to
Squawks' platform, you will no longer be able to get to the gap and jump
downwards). Float to the extreme left, and you will eventually hit a bonus
barrel.
(Alternatively, you can team up with the "A" button, jump up and left off
the continue barrel's platform, and throw the other monkey upwards into the
barrel cannon as you pass under it. It will send you to the same bonus
barrel.) Entry - BONUS BARREL; Game - FIND
- Kremkoin
- The bonus barrel is right near the DK coin (see above). Entry - BONUS
BARREL; Game - DESTROY
- Kleever's Kiln
- Kremkoin
- Awarded for beating Kleever
Back to Location index or top of
FAQ.
There are 6 DK coins and 13 Kremkoins to collect here.
- Barrel Bayou
- DK coin
- When Rambi reaches the "no Rambi" sign, you are awarded the DK coin.
- Kremkoin
- Shortly after the "no Rambi sign," stand under Kloak. After he throws a
few barrels, follow him to the left. He will throw a chest to you. Open the
chest for a Kannonball. The Kannon is further to the left. Entry - KANNON;
Game - DESTROY
[Thanks to Mike Pear]
- Kremkoin
- Visible near end of level, past [G]. Use team-up "A"-throw to reach it.
Entry - BONUS BARREL; Game - FIND
[Thanks to Mike Pear]
- Glimmer's Galleon
- DK coin
- In a secret room that's above the entry point. Go forward to collect
Glimmer, then backtrack to the entry point and head upwards. In the same room
where the first Kremkoin level is found... pass through the wall above the
bonus area entry, into a room with a big "3" of bananas. Pass through the
ceiling of this room into the room with the DK coin.
[Thanks to "J.D."]
- Kremkoin
- Open door above the entry point. Head upwards from the entry and then
follow the trail of bananas. Entry - OPEN DOOR; Game - FIND
- Kremkoin
- There is an opening on the bottom of the level, below and a few screens
left of the [G]. In a room that the passage leads to, there is an open door.
Entry - OPEN DOOR; Game - FIND
- Krockhead Klamber
- DK coin
- In a chest on a platform that is to the left of the entry point. The
chest must be broken on all four Zingers to open it.
- Kremkoin
- Just past the continue barrel, an arrow of bananas points upwards. Use
the "A" team-up throw (and jump before throwing for extra height). Entry -
BONUS BARREL; Game - DESTROY
- Rattle Battle
- DK coin
- Jump low across the first pit right of the [O] opening (also the first
pit left of the continue barrel). Aim for the window that has a banana
visible in it.
- Kremkoin
- Above the entry to the room with the Rattly (the snake) barrel. From the
entry point, move to the extreme left edge and jump upwards to land in an
invisible barrel. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- Fall into the opening in the ship that's left of the [O], walk to the
left. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- Use Rattly's super-high "A"-jump straight up at the arrow of bananas
that's immediately left of the blue Kaboings (a short distance past the
continue barrel). Entry - BONUS BARREL; Game - COLLECT
- Slime Climb
- DK coin
- Under the sail that the end target sits on. Use the "!" barrel that's off
to the left, to survive jumping into the water and swimming to it.
- Kremkoin
- Pick up the Kannonball that's not far from the end of the level, carry it
to the left to the Kannon. Entry - KANNON; Game - DESTROY
- Kremkoin
- There's a Klump just past the continue barrel, at extreme right-hand edge
of the level. Kill Klump and activate the "!" (invincibility) barrel that was
under him. Jump into the water off the left-hand edge of the sail that Klump
was standing on, swim downwards and to the right, following the trail of
bananas. Entry - BONUS BARREL; Game - COLLECT
- Bramble Blast
- DK coin
- Take Squawks left and upwards. (See "hard-to-find objects" section for
how to find Squawks.)
- Kremkoin
- In the fifth room with a group of barrel cannons, there is a bonus barrel
at the lower left corner of the room. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- Using Squawks from the DK coin area, head to the right. Entry - BONUS
BARREL; Game - FIND
- Kudgel's Kontest
- Kremkoin
- Awarded for beating Kudgel
Back to Location index or top of
FAQ.
There are 6 DK coins and 12 Kremkoins to collect here.
- Hornet Hole
- DK coin
- A short distance from the end of the level there is a lone Zinger
(hornet) sitting over a hole in the ground (a trail of bananas beneath). Use
Squitter (see below for how to find him) to kill the Zinger; then drop into
the hole, and search to the left (and upwards) at the bottom.
- Kremkoin
- Head straight up from the entry point (use the team-up "A"-throw to get
to the hook, then climb the honey on the walls). When you reach the ceiling,
cross three hooks and drop onto the platform. Entry - OPEN DOOR; Game -
FIND
- Kremkoin
- Also straight up from the entry point, below the first Kremkoin door.
Entry - OPEN DOOR; Game - FIND
- Kremkoin
- A long distance straight up from the [N] near the ceiling. When Squitter
is blasted up (collecting [N]), head to the left to land on a platform. Then
use Squitter's web platform to head up and right. Entry - OPEN DOOR; Game -
FIND
- Target Terror
- DK coin
- In the "house" just before the first Klank leaves the track. Jump up as
your car passes through.
- Kremkoin
- Visible bonus barrel a short distance after the first Klank leaves the
track. You have to jump off your car near the top of the hill in order to
reach the barrel. Entry - BONUS BARREL; Game - FIND
- Kremkoin
- Follow the second Klank as his car leaves the track. Entry - OPEN DOOR;
Game - FIND
- Bramble Scramble
- DK coin
- Get Squitter (see hard-to-find object section), head upwards. At the two
banana coins, head to the left through the wall of thorns at the banana.
- Kremkoin
- Team-up and throw upwards to hit the "!" (invincibility) barrel that's a
distance past the entry point. Drop down in the hole to the right of the
platform, and run quickly to the right. Blast upwards from there. Entry -
BONUS BARREL; Game - COLLECT
- Rickety Race
- DK coin
- Awarded for reaching first place (the last Kremling that you knock off
the tracks will give it to you).
- Kremkoin
- Walk to the extreme left of the entry platform; use the team-up "A"-throw
to move upwards two platforms. Use Dixie's helicopter jump to land on the
platform to the right. Walk to the right to enter. Entry - OPEN DOOR; Game -
DESTROY
- Mudhole Marsh
- DK coin
- It is one of the items available from the end target.
- Kremkoin
- About halfway between the continue barrel and the end of the level, pick
up the Kannonball (it's sitting out in the open on one of the platforms) and
take it to the left, to the Kannon. Entry - KANNON; Game - DESTROY
- Kremkoin
- There's a bonus barrel left of the continue barrel; use the team-up
"A"-throw. Entry - BONUS BARREL; Game - COLLECT
- Rambi Rumble
- DK coin
- It's on the other side of Rambi's room (which is a short distance past
the continue barrel). It is very difficult to collect it if you are Rambi.
Jump up in front of the entrance to Rambi's room to catch an invisible hook.
Jump up and right to go collect the coin.
- Kremkoin
- Proceed from the entry point until you see a lone banana banana up and
left. Jump up at the banana to reach an invisible hook. Jump up from there to
the door.
- Kremkoin
- Just before end of level. Use Rambi's "A"-charge to smash through the
wall under a barrel cannon.
- King Zing Sting
- Kremkoin
- Awarded for beating King Zing
Back to Location index or top of
FAQ.
There are 5 DK coins and 12 Kremkoins to collect here.
- Ghostly Grove
- DK coin
- Under the platform with the [O]. Use Dixie's helicopter jump to the left
of the platform, and float under it.
- Kremkoin
- To the right of [O] there are two blue Krunchas (musclebound kremlings).
Throw a barrel to break open the wall right of the second Kruncha. (The wall
is marked with a lone banana.) Entry - DOOR; Game - FIND
- Kremkoin
- To the right of the chest with [N], climb the pair of ghost ropes that
very quickly appear and disappear. (Jump on the first rope just as it
appears, without hesitating jump up and right to the second one, and without
hesitating jump up and right to the barrel.) Entry - BONUS BARREL; Game -
FIND
- Haunted Hall
- DK coin
- Standing level with the end target, walk to the left into the
tunnel.
- Kremkoin
- After first Kackle area, jump up to an upper track that leads to a
tunnel. Entry - OPEN DOOR; Game - COLLECT
- Kremkoin
- Heading to the first Kremkoin, jump over the tunnel. After exiting this
area, you will be sent to the first Kremkoin level. Entry - OPEN DOOR; Game -
FIND
- Kremkoin
- Right of [N], at the second break in the tracks, jump early to get to the
lower of two tracks. Entry - OPEN DOOR; Game - COLLECT
- Gusty Glade
- DK coin
- After 3 barrel cannons, when on a ledge with a steep hill, use Dixie's
helicopter jump to the right.
- Kremkoin
- At the "no Rattly" sign head left, jump to a bonus barrel. Entry - BONUS
BARREL; Game - FIND
- Kremkoin
- Right of the continue there are two chests. The upper has a Kannonball.
Take it to the right to the Kannon. Entry - KANNON; Game - COLLECT
- Parrot Chute Panic
- DK coin
- Take Dixie to the right from the beginning; use her helicopter spin down
the first shaft. Head to the left and you will find the ledge.
- Kremkoin
- Near the end of riding the third Squawks (the next one after picking up
the [K]), you pass over three hornets in a line and then enter a large room.
As soon as you get past the three hornets, hold "up and left" on the control
pad and you will get to a ledge. Use "X" to dismount Squawks and then enter
the door. Entry - OPEN DOOR; Game - FIND
- Kremkoin
- After the second Squawks after the continue barrel, go left past a Spiny
(porcupine), then use Dixie's helicopter jump to the left. Stick to the
honey, then climb up, jump to the right, to get to a ledge. Entry - OPEN
DOOR; Game - DESTROY
- Web Woods
- DK coin
- It is one of the objects on the end target. It appears for much less time
than any of the other items, you will have to time your landing very
carefully.
- Kremkoin
- After [N], head right past a backwards-pointing arrow of bananas. You
will reach a Klump who fires a slow cannonball. Follow the cannonball back to
the left, where it will open a door when it crashes into a wall. Entry -
DOOR; Game - FIND
- Kremkoin
- After first bonus area, head to the right. You will pass another
backwards-pointing banana arrow. Follow a fast cannonball back to the left
until it hits a wall and opens a door. Entry - DOOR; Game - COLLECT
- Kreepy Krow
- Kremkoin
- Awarded for beating Krow's ghost
Back to Location index or top of
FAQ.
There are 6 DK coins and 12 Kremkoins to collect here.
- Arctic Abyss
- DK coin
- After the continue barrel, head down and left. Go up past 3 starfish. At
the top use Enguarde's A-charge to the right (to cross an opening before the
water level drops).
- Kremkoin
- After the first DK barrel floating in the water... Go right then up, then
use Enguarde's "A"-charge to open a door where the wall is marked with a lone
banana.
- Kremkoin
- At the [G] head down and left, drop into the first vertical shaft and
swim through the right-hand wall.
- Windy Well
- DK coin
- Under the platform that is directly above the [N]. After the [N], pass
some Zingers, some Krooks, and then two groups of moving Zingers. After
leaving their platform, hold "right and down" on the control pad to float
under the next platform to the coin.
- Kremkoin
- After [O], go up to platform. Walk to left to single banana, drop into
pit, go left under hornet, and walk to barrel.
- Kremkoin
- At "no Squawks" sign head right, drop (NOT jump) off platform. Go right,
land on the platform just lower than the end target's platform, and negotiate
your way over to the bonus barrel.
- Castle Crush
- DK coin
- Get Squawks (see the hard-to-find objects section). Fly ahead of the
ascending floor. Just before the "no Squawks" sign, head right and down, to
collect the DK coin before the floor catches up with you.
- Kremkoin
- Get Rambi (see below). When there is a banana arrow pointing to the left,
use his A-charge to break the wall. Entry - DOOR; Game - DESTROY
- Kremkoin
- Take Squawks (see below) as far as possible. At the "no Squawks" sign, he
turns into a TNT barrel. Use the barrel to break open the left-hand wall.
Entry - DOOR; Game - FIND
- Clapper's Cavern
- DK coin
- After collecting the first Kremkoin, use the team-up toss upwards at the
[K]. Grab the hook, then head up and right.
- Kremkoin
- Team-up to get to the hook directly above the entry point. Go up then
right. Entry - OPEN DOOR; Game - FIND
- Kremkoin
- Take Enguarde right, then up, then LEFT (the "no Enguarde" sign is
further above). When the passage ends at a banana coin, use Enguarde's
"A"-charge to break the right-hand wall of the small room that you are in,
where it is marked with a lone banana. Entry - DOOR; Game - FIND
- Chain Link Chamber
- DK coin
- Past the continue barrel there are two Klumps which shoot Kannonballs
down a pair of chains which you must climb. Part of the way up those two
chains, there is a single banana on the right-hand wall; jump through the
wall at that point and head to the right.
- Kremkoin
- About 1/4 of the way to the continue barrel, there is a single vertical
chain with three Krooks. Kill the uppermost Krook. Behind him is a
Kannonball. Jump down and across the shaft to the right (carrying the
Kannonball) to kill the middle Krook; behind him is a Kannon. Entry - KANNON;
Game - FIND
- Kremkoin
- After climbing the two chains (where the DK coin is located), cross the
the right and up a bit. You can jump through the left wall to sit adjacent to
the two Klumps. Kill them and go through the door to the left. Entry - OPEN
DOOR; Game - FIND
- Toxic Tower
- DK coin
- It's a short distance above [K] near the right-hand wall. After the "A"
of bananas (and using Rattly's "A"-jump to move up to the next level), head
across the small platforms to the right. When you see a single Zinger between
two of the platforms, drop down to kill him and fall to the right.
- Kremkoin
- When becoming Squitter, head up and right. Where there is a single hornet
in the wall, kill him and walk through the wall. Entry - BONUS BARREL Game -
FIND
- Stronghold Showdown
- Kremkoin
- Awarded automatically
Back to Location index or top of
FAQ.
There are 1 DK coin and 2 Kremkoins to collect here.
- Screech's Sprint
- DK coin
- From the continue barrel, fly to an arrow of bananas pointing downward.
Head up and right from the arrow.
- Kremkoin
- After the first long vertical climb, use a team-up jump to get to an
overhead platform containing a Kannonball. Carry it to the right to the
Kannon. Entry - KANNON; Game - FIND
- K. Rool
- Kremkoin
- Awarded for beating K. Rool.
[Thanks to Bruce Stone]
Back to Location index or top of
FAQ.
There are 5 DK coins to collect here.
- Jungle Jinx
- DK coin
- Beside the [O] under the platform left of the first set of spikes left of
the continue barrel.
- Black Ice Battle
- DK coin
- A Kannonball is on a ledge directly below [N], carry it to [G] and head
to the right to the Kannon.
- Klobber Karnage
- DK coin
- At end, jump in Diddy barrel, blast up and right to blast barrel, up and
right to bonus barrel.
- Fiery Furnace
- DK coin
- The Bonus Barrel is up high shortly before the end target.
- Animal Antics
- DK coin
- At the end of Squitter's portion of the level. Make a web platform over
the blast barrel, jump up to it and over the wall to the right.
- Krocodile Kore
- DK coin
- Awarded for beating K. Rool
[Thanks to: Dave Kliman]
Back to Location index or top of
FAQ.
Entries to all bonus areas are either doorways, bonus barrels, or Kannons.
Doorways can be opened by throwing a barrel at them, or by using some of the
animals' special attacks. To enter the bonus area through a Kannon, you must
carry a Kannonball in with you.
Back to Location index or top of
FAQ.
- FIND
- The Kremkoin is hidden somewhere and you must find it. There are two
basic variants:
- The bonus area is rather large, the coin is quite a distance away, and
you have to get to it;
- The bonus area is very small but the coin is in a chest that must be
opened (sometimes there are many chests and you must pick the right one,
other times there is a single chest that takes many "hits" to open).
- DESTROY
- You must kill all enemies in the bonus area to make the Kremkoin
appear.
- COLLECT
- You must collect most or all of the stars in the bonus area to make the
Kremkoin appear. (The number of stars which you must still collect is given
in the upper left corner of the screen. When the counter reaches zero the
Kremkoin will appear in its fixed location.)
Back to Location index or top of FAQ.
Location of other interesting hard-to-find objects
Following are short, semi-vague descriptions of other useful but hard-to-find
objects.
Index:
- Gangplank Galleon
- Crocodile Cauldron
- Krem Quay
- Krazy Kremland
- Gloomy Gulch
- K. Rool's Keep
- The Flying Kroc
- Lost World
Back to top of FAQ.
- Pirate Panic [Nothing]
- Mainbrace Mayhem
- Balloon
- There is a green balloon on an overhead sail that is immediately under
the Kannon. After the first vertical climb beyond the continue barrel, jump
up to a lone banana sitting on the mast -- it is an invisible hook. Then jump
up and left.
- Gangplank Galley
- [O]
- The [O] is high overhead. Team-jump to the blast barrel left of the
continue barrel, it will land you on a tall stack of barrels, from which the
[O] is visible.
- [G]
- The [G] is in a chest just right of the "!" barrel.
- Lockjaw's Locker
- Enguarde
- Below and left of the first DK barrel that is floating underwater.
- Enguarde
- In a room down a small shaft a few screens to the left of [N].
- Topsail Trouble
- [G]
- Right of the end target.
- Balloon
- There is a blue balloon to the right of the end target.
Back to Location index or top of
FAQ.
- Hot-Head Hop
- Balloon
- Green balloon above entry.
- [K]
- In a chest just right of the entry.
- Kannon's Klaim
- [N]
- Above Diddy Barrel that's a short distance below the end platform. (The
Diddy Barrel is visible to the right of one of the platforms that you will
end up on.)
- [G]
- In a chest at the extreme left-hand edge of the level, two platforms
before the end target.
- Lava Lagoon
- "!" barrel
- Up a hole in the ceiling when underwater after the fourth Clapper (seal),
the last one before continue barrel.
- Enguarde
- Down and right when underwater after the first Clapper after the continue
barrel.
- [N]
- Follow banana arrow straight up, instead of turning right, keep heading
up. Then follow the bananas.
- Red-Hot Ride [Nothing]
- Squawk's Shaft
- [K]
- In a chest at the starting point.
- [O]
- In a chest behind the Krook before Squawks.
- [G]
- One of the items available from the end target.
Back to Location index or top of
FAQ.
- Barrel Bayou [Nothing]
- Glimmer's Galleon
- [G]
- Off to the extreme right edge of the level at the end of a long vertical
climb. Swim through the wall at the top of the shaft.
- Krockhead Klamber
- [G]
- One of the items on the end target.
- Rattle Battle
- [G]
- Above a tall stack of barrels on the platform before the end target.
- Slime Climb
- [G]
- Under the sail just left of the Kannon.
- Bramble Blast
- [G]
- Directly above the end target. Blast up from the barrel, rather than down
at the target.
- Squawks
- Near the end of the level, there is a sequence where you must blast from
a barrel, bounce off a single Flitter (blue dragonfly) into another barrel,
then blast from that barrel and bounce off four Flitters. From the first of
the four Flitters, bounce to the left into the hole and follow the trail of
bananas down.
Back to Location index or top of
FAQ.
- Hornet Hole
- [G]
- One of the items on the end target.
- Squitter
- Use the team-up "A"-throw to get to the hook that is visible at the top
of the screen, a short distance to the right of the continue barrel. Climb up
the wall from there; Squitter's box is at the top.
- Target Terror
- [G]
- Below track level; automatically collected when exiting the second
Kremkoin bonus area.
[Thanks to: Carol Riley]
- Bramble Scramble
- [K]
- To the right of the entry point.
- Squitter
- Just past the "no Squawks" sign (down and right of the continue barrel)
jump to the right through the wall of brambles. Head to the right to pick up
the Squitter box; you'll need Diddy's "roll jump" to get to the next
platform.
- Rickety Race
- [N]
- Awarded for defeating a number of Klanks.
- Mudhole Marsh
- [O]
- In a chest.
- Rambi Rumble
- [G]
- One of the items on the end target.
Back to Location index or top of
FAQ.
- Ghostly Grove
- [N]
- In a chest.
- [G]
- Surrounded by a ring of 8 bananas near the end of the level. (It's
invisible.)
- Haunted Hall [Nothing]
- Gusty Glade
- Rattly
- The snake is left of the entry point. Use the team-up "A"-throw when
jumping up and left, to get to the ledge over the entry door. Head left to
pick up Rattly.
- [K]
- In a chest.
- [N]
- In the lower of a pair of chests (the upper one has a Kannonball).
- Parrot Chute Panic [Nothing]
- Web Woods
- [K]
- Take the high road to find it. (Use a team-up "A"-throw to reach a higher
series of platforms a short distance right of the entry point.)
Back to Location index or top of
FAQ.
- Arctic Abyss
- [K]
- Reached by a long jump across the water-filled opening that is just to
the right of the entry point. It's easiest with Dixie.
- [G]
- Check your left after the first long vertical climb past [N].
- Windy Well
- [K]
- Between the first two platforms and down. There's a barrel cannon to fall
into after collecting it.
- [G]
- One of the items on the end target.
- Castle Crush
- Rambi
- Early in the level, knock off the Kutlass and walk to the left to find
the Rambi barrel.
- Squawks
- Just past the continue barrel, walk through the left wall adjacent to the
floating DK barrel.
- Clapper's Cavern
- "!" barrel
- Jump up to the lone high banana that is just past [N], it hides an
invisible "!" barrel.
- Chain Link Chamber
- [K]
- At the bottom of the first long vertical chain (which has the first DK
barrel on it).
- "!" barrel
- Hidden in the left-hand wall in the vertical climb just beyond the
[O]
- [N]
- In the right-hand wall on your way to collecting the DK coin
- [G]
- To the extreme right, past the end target, and up.
- Toxic Tower [Nothing]
Back to Location index or top of
FAQ.
- Screech's Sprint [Nothing]
Back to Location index or top of
FAQ.
- Jungle Jinx
- [O]
- Under the high platform left of the continue barrel.
- Black Ice Battle [Nothing]
- Klobber Karnage [Nothing]
- Fiery Furnace [Nothing]
- Animal Antics
- [O]
- Head to the LEFT at the bottom of the first long vertical shaft in
Enguarde's area
Back to Location index or top of
FAQ.
END FAQ