_______ ______ .__ __. __ ___ ___________ ____ | \ / __ \ | \ | | | |/ / | ____\ \ / / | .--. | | | | | \| | | ' / | |__ \ \/ / | | | | | | | | . ` | | < | __| \_ _/ | '--' | `--' | | |\ | | . \ | |____ | | |_______/ \______/ |__| \__| |__|\__\ |_______| |__| __ ___ ______ .__ __. _______ __ _ _ | |/ / / __ \ | \ | | / _____| / / | || | | ' / | | | | | \| | | | __ / /_ | || |_ | < | | | | | . ` | | | |_ | | '_ \ |__ _| | . \ | `--' | | |\ | | |__| | | (_) | | | |__|\__\ \______/ |__| \__| \______| \___/ |_| FAQ by Masvega (masvega@hotmail.com) http://masvega.cjb.net Version 4.1 1/29/00 ------------------------------------------------------------------------ Contents: 1. Version History 2. Story 3. Modes 4. Basic Controls 5. Main Characters 6. Secondary Characters 7. Enemies 8. Items 9. Animals 10. The Game 11. Mini-Games 12. Bosses 13. Item Lists 14. Mystery Mode 15. Frequently Asked Questions 16. Multiplayer 17. Contact Information 18. Disclaimer 19. Credits ------------------------------------------------------------------------ 1. Version History ------------------------------------------------------------------------ 4.1 (1/29/00) -Fixed more errors. -Added more questions to the FAQ. -Added strategies to the Multiplayer section. 4.0 (1/10/00) -Added lists of everything in the game. If you want all the Banana Fairies or Battle Crowns in one quick location, look there. -Added a Frequently Asked Questions section. -Fixed errors and deleted things that don't apply anymore. -Changed the disclaimer because of Y2K. -Found out the Klubb's were called Koshas. The change has been made throughout the FAQ. -Added a very important thing to the Enemies section. -I'm incredibly backlogged on my e-mail, so more fixes and information, along with credit for them will be in an update tomorrow. 3.1 (12/18/99) -Added fighting K. Rool with Lanky, Tiny and Chunky to the Bosses section. -The walkthrough is completed. 3.0 (12/17/99) -Found the final Banana in Level 7 (Creepy Castle) and completed Level 8 (Hideout Helm). -Found and documented the final two Bananas. -Added fighting K. Rool with Donkey Kong and Diddy to the Bosses section. 2.6 (12/15/99) -Did most of Level 7 (Creepy Castle) and added the boss (2D K. Rool) to the Bosses section. -Found the final Banana in Level 5 (Fungi Forest). -Added more Mini-Games to the section. -All 40 blueprint locations have now been documented. -Added more Enemies. -Some ASCII art has been created. 2.2 (12/10/99) -Did more of Level 5 (Fungi Forest). -Did all of Level 6 (Crystal Caves) and added the boss (Army Dillo Reborn) to the Bosses section. -Added more Mini-Games to the section. -Added Krusha's moves in the Banana Fairy section. -Labeled all the DK Isle sections as such. 1.9 (12/7/99) -Did most of Level 5 (Fungi Forest). -Added more Mini-Games to the section. -Added what the items do in Battle Arena (Multiplayer). -Specified what Mini-Games could be played in DK Arena. -Added more Bananas in the overworld. -Found final Banana in Level 4 (Gloomy Galleon). 1.75 (12/4/99) -Finished (for the most part) Level 4 (Gloomy Galleon). -Created a Mini-Games section. -Added moves to Engaurde in the Animals section. -Added five-color banana coins and DK mounds to the Items section. -Added some more enemies to the Enemies section. 1.2 (12/1/99) -Finished Level 1 (Jungle Japes) with Lanky, Tiny and Chunky. -Did Level 2 (Angry Aztec) with Chunky. -Gave locations for 3 more fairies. 1.1 (11/30/99) -Not much of an update. -I finished Level 3 (Frantic Factory) and added the boss (Mad Jack) to the bosses section. -Created a Multiplayer section. -Deleted that I added a Mini-Games section from the last history. I decided against doing it at this time. I'll probably do it later. -Started with the walkthrough of Level 1 (Jungle Japes) with Lanky, Tiny and Chunky. 1.01 (11/29/99) -Did more of Level 3 (Frantic Factory) including how to free Chunky! (I can't believe I missed that.) -I learned from a friend that the beavers are Gnawtys. Everything is exchanged yet again. -Through the process of elimination, I determined the fat Kremlings or Klumps. Again, all the names are exchanged. -Created a Banana Fairies section. -Corrected the strategy for racing the Beetle in Angry Aztec, because what I had before was so very, very wrong. -Added some more animals to the Animals section. -Changed the "slow as glass" comment for Chunky. -Fixed more errors. 0.92 (11/28/99) -Did part of Level 3 (Frantic Factory). -Realized that the blue animals are beavers, not badgers. Whoops. I exchanged the names throughout the entire document. -Added some enemies to the enemies list. 0.9 (11/28/99) -Added some more tips to Level 1 (Jungle Japes). -Did Level 2 (Angry Aztec) and the Boss (Dogadon). -Fixed more errors. 0.85 (11/27/99) -Beginnings of a walkthrough started. -Added an Animals section; just has Rambi now. -Fixed a few errors. 0.7 (11/27/99) -The initial release. ------------------------------------------------------------------------ 2. Story ------------------------------------------------------------------------ (From the manual) "Left!" rasped a voice to his left. "Right!" came back the immediate response from the other side. It had seemed like a good idea at the time, but now the Klaptrap turning the wheel wasn't so sure. His little legs were getting tired, and those two incompetent fools didn't have a clue where they were going. "Left!" "Right!" With a sudden sickening crunch of metal against rock, the King's pride and joy came to shuddering halt, knocking all three off their feet. The tough little Klaptrap was up first, dashing eagerly across to the broken bridge window to see what those goons had hit. "You two are going to be in sooo much trouble!" he barked gleefully. But that pair weren't the only ones in trouble. Deep within the gloomy bowels of his latest creation, a furious King K. Rool sat on his throne, glaring down at the quaking generals of his vast Kremling army. "Well? I'm still waiting for answer..." His plan couldn't fail this time, or so he had thought. But like so many times in the past, he'd underestimated just how useless his scaly minions could be. It had taken years to build, but now his mighty island stronghold lay immobile off the coast of its very first target--Kong Isle. Perhaps all was not lost, though... "Power up the Blast-o-Matic. Target is Kong Isle. Fire when ready!" Instead of a deafening explostion, there came only a pathetic whipser. "I'm so v-very sorry your m-majesty, but I'm afraid the Blast-o-Matic isn't quite working yet..." K. Rool turned to face the white-coated technician responsible for the bad news. The King began to cry. "It's just not fair..." he sobbed. "I really though I was going to win this time." Klump waddled over and put a consoling arm around his distraught leader. "Don't get all upset now, your excellency. We'll go and capture those nasty Kongs for you. Then we'll steal their Golden Bananas as usual so that if any Kongs escape us, they'll be too busy looking for them to come and ruin your magnificent plans." As King K. Rool watched his generals leave, he wiped away his crocodile tears and began to laugh. His little play acting had worked, and now those Kongs would soon be history. He glared down at his bemused technician. "Well, what are you waiting for? Get the Blast-o-Matic working. I've got an island to destroy!" ------------------------------------------------------------------------ 3. Modes ------------------------------------------------------------------------ Adventure: This allows you to begin a new game or continue one. There are three possible slots and an erase option. Choose a slot by pressing the A Button on a banana. A status screen will appear. Press A again to begin the game. Options: You can select the screen size and make the story skip. Mystery: Once you rescue some banana fairies, you will be able to earn some features. Activate them in this menu. This is unavailable until you rescue at least one banana fairy. Battle: This icon only appears once you have rescued at least one Kong. There are two types of multiplayer games: Monkey Smash (split-screen, larger areas) and Battle Arena (single screen, single platform). Sound: This eneables you to change the sound settings. ------------------------------------------------------------------------ 4. Basic Controls ------------------------------------------------------------------------ The following controls can be done by all five Kongs. B: Attack A: Jump Z: Crouch Control Stick: Run/walk/tiptoe A while crouching: Backflip Z+A while running: Long jump B while running: Running attack Z while in water: Dive B while underwater: Swim slowly A while underwater: Breaststroke C Up while underwater: Instantly stop swimming B while in air: Jumping attack Z while in air: (Super [Duper]) Simian Slam (you must have buy this from Cranky.) Z+C Left: Take out/put away your weapon (must have bought a weapon) Z+C Up: Play your instrument (must have bought an instrument) Hold B for two seconds, then let go: Tremor Move (must be given this) ------------------------------------------------------------------------ 5. Main Characters ------------------------------------------------------------------------ Donkey Kong: Finally, Donkey Kong begins adventuring again for the first time since Donkey Kong Country. Now he's not captured by K. Rool, he has some innovative new moves to show off and defeat K. Rool. Bio: What can you say about DK that hasn't already been said? He's the only gorilla savvy enough to sport a tie! Even though he's world famous now, he still knows how to get his knuckles to the ground and get down to business - especially when it comes to Kremling busting. Moves: B: One-two punch B+Control Stick: Hand slap (after one-two punch) B in air: Jumping axhandle smash Z+B while running: Rolling attack B while running: Drop kick Specials: Baboon Blast: Press Z when standing on a Donkey Pad. (costs 3 coins) Gorilla Grab: Press B when standing next to a lever. (costs 5 coins) Strong Kong: Jump into a Donkey Barrel. Press Z+C left to end the move. Weapon: Coconut Cannon Instrument: Bongo Blast Item Color: Yellow Tremor Move: Spinning Hand Slap Wave ----- Diddy Kong: Although smaller than Donkey Kong, he's quicker, faster and more agile. He's got some new moves as well, such as the Chimpy Charge. Bio: This is one Kong chimp that will never get accused of being a chump. He may be smaller than DK, but he makes up for it with energy, courage and attitude. When Diddy isn't swinging through the sky, he's rockin' on his six-string guitar...Diddy style. Moves: B: Tail whip B+Control Stick: Whirlwind tail attack (after tail whip) B in air: Jumping whirlwind tail attack B while running: Cartwheel kick Specials: Chimpy Charge: Z+B (costs 3 coins) Rocketbarrel Boost: Jump into a Diddy Barrel. Press Z+C Left to end the move. (costs 5 coins) Simian Spring: Z while standing on a Diddy Pad. Weapon: Peanut Popguns Instrument: Guitar Gazump Item Color: Red Tremor Move: Kong Kick ----- Tiny Kong: Dixie's little sister, Tiny has the trademark ability to spin her ponytails like a helicopter, but she can also shrink in size. Bio: Sometime the biggest surprises come in the smallest packages, and Tiny can be really surprising! Her twirling pigtails can be really dangerous and are handy for helicopter rides through the treetops. Moves: B: Hair attack B+Control Stick: Flip kick (after hair attack) B in air: Somersault kick B while running: Tumbling attack Z+B while running: Drill kick Specials: Mini-Monkey: Jump into a Tiny Barrel. Press Z+C Left to end the move. (costs 3 coins) Pony Tail Whirl: Press A in the air. Monkeyport: Press Z when standing on a Tiny Pad. Weapon: Feather Bow Instrument: Saxophone Slam Item Color: Purple Tremor Move: Kong Shockwave ----- Lanky Kong: The oddball of the family. He looks more like an orangutan than a monkey, but his long arms will be very useful. Bio: It's true...some people make fun of Lanky. Let's face it, those long arms of his make him look kind of goofy. Of course, if you've ever been smacked by one of Lanky's hyperextended sucker punches, you don't really feel like laughing. Moves: B: Long punch B in air: Windmill attack B while running: Tornado punches Specials: OrangStand: Z+B; Hold Z and the Control Stick to move around. (costs 3 coins) Baboon Balloon: Press Z while standing on a Lanky pad. OrangSprint: Z+B; Hold Z and the Control Stick to move around. Weapon: Grape Shooter Instrument: Trombone Tremor Item Color: Blue Tremor Move: Kong Tornado ----- Chunky Kong: Kiddy Kong's older brother, Chunky is stronger than his brother and is able to lift boulders with ease. Too bad he's kinda slow. Bio: Chunky may not be the smartest banana in the bunch, but he sure knows how to use that primate brutality of his to get the job done. He's big. He's bad. He plays one mean triangle. Moves: B: One-two punch B+Control Stick: Haymaker (after one-two punch) B in air: Cannonball B while running: Spinning clothesline Specials: Hunky Chunky: Jump into a Chunky Barrel. Primate Punch: Z+B Gorilla Gone: Press Z while standing on a Chunky Pad. Weapon: Pineapple Launcher Instrument: Triangle Trample Item Color: Green Tremor Move: Sonic Belch ----- King K. Rool: The leader of the Kremlings, K. Rool will stop at nothing to defeat the Kongs once and for all. After being thwarted three times, he came up with the perfect plan, or so he thought... ------------------------------------------------------------------------ 6. Secondary Characters ------------------------------------------------------------------------ Professor Cranky Kong: The very first Donkey Kong is back and in this game, he sells the Kongs potions which give them new moves. Funky Kong: Instead of giving transportation, Funky now has the latest artillery which he is willing to sell to you. Candy Kong: Candy sells you musical instruments which will either incapacitate your enemies or open up new areas. Wrinkly Kong: Although dead, Wrinkly still rises from the grave to give you hints about the levels. K. Lumsy: He is a big, good-natured Kremling that K. Rool imprisoned for being too nice. He is locked in a huge cage, which the keys from the levels unlock. Snide: Formerly an ally of the Kremlings, K. Rool threw him out because he couldn't trust him. Now Snide harbors a grudge against the Kremlings and is willing to help the Kongs dismantle the Blast-o-Matic. Bring the blueprints you find to him. Troff n' Scoff: Two big, fat animals that sit in their own room. One of the Kongs stands on a pad and feeds one of them bananas. When they have had enough to eat, they unlock the door behind them and allow you to face the boss of the level. B. Locker: He guards the entrance to each level until you show him enough Golden Bananas to pass. Queen Banana Fairy: She gives you the Tremor Move the first time you talk to her and sends you on a quest to recover all 20 Banana Fairies. When you do, she gives you a Banana. ------------------------------------------------------------------------ 7. Enemies ------------------------------------------------------------------------ All non-boss enemies can be defeated using instruments. Gnawtys: A blue beaver that charges at you. One hit usually does the job. They come in large and small varieties. Zingers: Yes, the annoying Zingers are back. They fly around a given area, until they see you. When they do, they charge at you. A shot from your weapon defeats them. Some Zingers drop grenades on you. Kasplats: These Kremlings have blue skin and wear a biker's jacket. Their hair is the same color as the blueprints they hold. When you get close, they either create a damaging shockwave or hit you with a one-two punch. They are defeated after being hit many times, and give you a blueprint upon their defeat. They may defeated by being hit with many shots from a gun. Klumps: These Kremlings are very obese and wear helmets to protect their heads. They are invulnerable to physical attacks, but you can knock them down. They throw grenades which are very annoying to dodge. Throw oranges to defeat them. Kritters: The generic Kremling. It patrols an area until it sees when you, upon which time it charges. One hit defeats it. Green Klaptraps: A crocodile that walks around with its jaws chomping. Hit it once to defeat it. Upon being defeated, the Klaptrap's jaws begin jumping around. Hit them once to destroy them. Purple Klaptraps: Exactly the same in stature as the Green Klaptrap. However, these are invulnerable to everything EXCEPT oranges. Once defeated, they leave three oranges behind. Robo-Kritters: These Kritters are wound-up and they just go. They are made out of medal and are invulnerable to physical attacks. Defeat them using oranges or the Primate Punch. Robo-Zingers: These Zingers have helicopter blades instead of wings. Defeat them using two shots from a weapon. Mad Dominos: Walking dominos. One hit defeats them. Mad Dice: Walking dice. One hit defeats them. Rulers: Walking rulers. They eventually just fall over. Megatoy: A whole bunch of enemies joined together. To defeat it, use hit and run tactics. Attack it and then run away before it has a chance to hit you with an uppercut. Klobbers: A green Kremling inside of a barrel. When you get close, it pops it's head out and charges you. Defeat it with an orange. Koshas: Little Kremlings with really, really big clubs. The Tremor Move can stop them, and they can also be stopped with an orange while their club is embedded in the ground. Kabooms: Like Klobbers, but they are inside of TNT barrels instead. If they hit you, it hurts...a lot. Defeat it the same way you defeat a Klobber. Puffers: Blowfish that explode violently when you come near them. You can defeat it with Engaurde, or just let it explode. Shuri: Starfish that charge at you whenever you're near them. Sword Shuri: Shuri that attack with swords instead of their fins. Skeletons: The walking bones of Kremlings. They carry a club. One solid hit defeats them. Mushroom Men: They appear to be mushroom heads, but when you come close to them, they pop out and attack you. One hit defeats them. Bats: Bats that fly around in a given area. One hit defeats them. Ghosts: Kremlings with sheets over their heads. One hit defeats them. Flies: Flies that fly around quickly and dive occasionally. One hit defeats them. ------------------------------------------------------------------------ 8. Items/Barrels/Doorways ------------------------------------------------------------------------ Golden Bananas: The most important item in the game. They are needed to progress through the levels. Bananas: They come in five different colors (one for each Kong). They are used to feed Troff n' Scoff and to obtain Banana Medals. Bunch o' Bananas: Worth five bananas. They come in five different colors. Banana Balloons: Worth ten bananas. They come in five different colors. Banana Bunch Coins: Come in five different colors and pay for Cranky, Funky and Candy's services. Five Color Banana Bunch Coins: Any Kong can get one of these and they give five Banana coins to each Kong! Supply Crates: These give the Kong's ammo for their shooters. If the selected Kong does not have a shooter, then this item is transparent. Red Supply Crates: These provide the Kongs with homing ammo for their shooters. Oranges: Used as grenades. Can defeat Kremlings that cannot be defeated by any other means. Crystal Coconuts: These enable the Kongs to use some of the abilities they purchase from Cranky. Slice of Watermelon: Refills one section of your health. Melon Crate: Contains 4 slices of watermelon. Banana Camera Film: Used to photograph banana fairies. Blueprints: These come in five different colors and are always carried by Kasplats. When given to Snide, they bring you one step closer to the Blast-o-Matic and give you a Golden Banana. Banana Medals: They are obtained when a Kong collects 75 of their bananas on a level. Battle Arena Crowns: These are obtained by winning the Battle Arena. Boss Keys: Obtained when you defeat a boss. Used to unlock K. Lumsy's cage. Rareware Coin: Used in conjunction with the Nintendo coin to unlock the final lock on K. Lumsy's cage. To obtain it, you must collect 5,000 points in the Arcade. Nintendo Coin: Used in conjunction with the Rareware coin to unlock the final lock on K. Lumsy's cage. To obtain it, you must beat the Donkey Kong game in the factory. DK Portals: These take you from the level lobbies to the levels themselves and vice versa. Wrinkly Doors: Wrinkly Kong appears out of these and gives you hints about the levels. Switches: These activate various things, but they usually open doors. To use them, you must hit them with the weapon or Kong shown on the switch. Headphones: These replenish your musical attacks. Battle Arena Pad: By pressing Z on top of one of these, you are taken to the Kremling's Battle Arena. Kong Barrels: Jump into these to activate one of Cranky's special abilities. Kong Pads: Press Z while standing on these to activate one of Cranky's special abilities. Tag Barrels: Jump in these to switch characters. These also replenish your energy. Bananaport Pads: For them to work, you must stand on two of the same number and color. Then press Z on one of the pads and you will be transported to the other pad. Animal Crates: Jump in these to be transformed into an animal. DK Mounds: Mounds of dirt with the letters "DK" on them. Use the Tremor Move while on top of them to unearth a Five Color Banana Bunch Coin. Troff n' Scoff Portals: These take you to Troff n' Scoff's room. Exiting the room will put you back on the level through the same portal that you entered. ------------------------------------------------------------------------ 9. Animals ------------------------------------------------------------------------ Rambi: Rambi the rhino is back and better than ever! He can still plow through Kremlings, and his charge move is improved. Move: Charge Attack: Z+B Engaurde: Like Rambi, Engaurde is back and better than ever. Also like Rambi, he can plow through enemies. But Engaurde is a bit faster than Rambi. Moves: Swim: A Thrust: B Charge Attack: Z+B Jump: Charge up the top of the water quickly. Glimmer: The anglerfish from DKC2 returns to help you see in the dark water. You are not able to play as him. Squawks: He gives you information on the levels, like the late Wrinkly Kong. You are not able to play as him. Clappers: The seal gives you one Golden Banana after you free him from his cage and another once you defeat him in a race. ------------------------------------------------------------------------ 10. The Game ------------------------------------------------------------------------ Some basic tips before the walkthrough: -Always step on Bananaport Pads. It's better to be safe than sorry later plus they provide invaluable shortcuts. -Look EVERYWHERE. Bananas or banana coins are usually on top of trees or underwater. -Save frequently. -If you need to change your Kong, but can't find a Tag Barrel, go to Troff n' Scoff's room and change there. I have a notation on how many bananas each Kong has. There is a parentheses, then five numbers. The first is how many bananas Donkey Kong has, the second is how many bananas Diddy Kong has, the third is how many bananas Lanky Kong has, the fourth is how many bananas Tiny Kong has and the fifth is how many bananas Chunky Kong has. For instance (5,1,3,5,2) means that Donkey has 5 bananas, Diddy has 1 banana, Lanky has 3 bananas, Tiny has 5 bananas and Chunky has 2 bananas. I have also listed how many fairies and crowns you should have after every one you gain. Now onto the game: After watching the opening rap scene (which may or may not be helpful), start a new game. Then you will see a cinema which will outline the story of the game (strangly, it is a little different from the one in the manual). After the cinema, you'll see Squawks tell Donkey Kong about the plight of his fellow Kongs. And so, your adventure begins. Use Donkey's room to try out your moves if you wish. Jump down from the treehouse. From there, go to Cranky's laboratory (it's hard to miss) and talk to him. This unlocks the training barrels. Follow the signs to the training area and jump into the barrels. Instructions on what to do are given once you're inside the barrel. From there, go back to Cranky's house and obtain the potion for the Simian Slam (Buttus bashium). From there, follow the signs to "Way Out". You should enter a cave and the exit is blocked by a gate of bamboo. Use the Simian Slam to smash the green switch and the gate will lower. Enter the new tunnel opening. -------- DK Isle: -------- After stepping on the first five bananapads, jump in the tag barrel if you need to replenish your health. Then go to the island that Squawks showed you. Enter the cave, and you'll meet K. Lumsy. After talking with him and agreeing to help him, he will jump around and make a boulder explode, revealing the entrance to Level 1 and a Golden Banana. Use the bananapad to go back to Kong's Isle, then go to the new entrance. Defeat the nearby Gnawty, and then collect the Golden Banana (1,0,0,0,0) and enter. Once inside the lobby, defeat the two Gnawtys if necessary. Go up to B. Locker and he will disappear. You may then enter Jungle Japes. ---------------------- Level 1: Jungle Japes ---------------------- After the cutscene with K. Rool, Jungle Japes will apear on the screen. From the start of the level, go back and climb up the first tree. Then swing from vine to vine, collecting bananas, until you hit the switch. The gate will then open. Drop down and enter the cavern. Follow the path until you exit the cavern and see Diddy Kong's location. Run to the edge of the river and then look at the left side of the cliff. You should see a vine going up it. Go over to it and climb it. When you reach the top, you'll see Funky's armory and a Battle Arena pad. Press Z on the Battle Arena pad to enter it. After winning the crown (1), go to Funky's Armory. Buy the Coconut Cannon. Exit the armory and then go to the edge of the cliff. You will see a series of vines, which you must swing across. Once on the other side, you will find a cannon. Jump into the cannon and blast off onto a higher platform with Diddy on it. Collect the banana (1,0,0,0,0) and then talk to Diddy. Three switches will appear over gates. You must hit all three with a blast from your Coconut Cannon. Go up to the two switches overlooking land and fire a shot at them. Then for the final one, go to the ledge where the Armory is and aim down. You'll see the switch. Hit it with a coconut and the gate imprisoning Diddy will go down. Go to where Diddy was and collect a second Golden Banana (2,0,0,0,0). All the gates under the switches you hit will now go down. Go to the left-most newly opened cavern. Upon entering it, you will see a Kasplat next to some banana coins. Defeat the Kasplat to obtain blueprints. Exit the cavern and go to the center newly opened cavern. You'll swim across the river to reach it and step on the "4" red bananapad. Go straight in the cavern. Defeat the Gnawty and continue straight. You will end up in a field with rain coming down. Go to Cranky's lab and buy the Baboon Blast (Barrelum perilous). Exit the lab and go to the rear of the area. You will see a switch with a coconut on it. Hit it with your Coconut Cannon and the gate will lower. Collect the banana coins and then touch the animal crate to be transformed into Rambi! Leave the field and run down the cavern until you reach a fork in the road. Go left and destroy the block marked with Rambi's head with the Charge Attack. Then exit the cavern. Go to where you rescued Diddy and face the gate where he was imprisoned. To your left is a walkway. Down the walkway, there are some supply crates, a melon crate and a Zinger. Go by them all and you'll find another walkway that will take you to Snide's HQ. Enter and give him the blueprints to receive another banana (3,0,0,0,0). Exit Snide's HQ and drop down to the cavern where you got the blueprints. Look around and you should see a tree nearby. Climb it and then swing across the vines to a DK pad. Press Z when you reach the pad to play a mini-game where you fire yourself from rocket barrels. Attempt to line yourself up with the next barrel and fire. At the end, you blast yourself into the Golden Banana (4,0,0,0,0). Now jump into the tag barrel in the center of the main part of the stage and change to Diddy Kong. Dive in the water and find some banana coins, then go to the armory and buy the Peanut Popgun. From there, go to the right most cavern and enter. Collect the banana coins and defeat the Kasplat to obtain blueprints. From there, go to Cranky's lab and buy the Chimpy Charge (Hurtus cranium). From there, go to Snide's HQ and give them the blueprint for a Golden Banana (4,1,0,0,0). After leaving Snide's HQ, go up the walkway and right around the mountain. You'll see a switch with a peanut on it. Hit it with the Peanut Popgun and a ramp will emerge out of the mountain. Run up the ramp and enter the entrance into the mountain that you find. Once inside, run to the set of boxes and jump up them. When you reach the top, use the Peanut Popguns to hit a switch which completes the ramp to the other side of the room. Walk on the ramp until you reach a switch with Diddy's face on it. Step on it to reveal a Golden Banana on top of the mountain. Drop down and run to the mining area. There are grenade- dropping Zingers and Klumps in this area. Defeat the Zingers with the Popgun. Then go to the door of the gate with one Klump behind it and hit it with the Chimpy Charge. You'll see a machine with a high and low setting. Use the Chimpy Charge to hit the "LO". This slows the conveyor belts down. Go to the center of the room and hit the switch with a Simian Smash. When the gates open, lob oranges at the Klumps to defeat them, then quickly go up the conveyor belts. Jump in the chute after the fourth belt. Walk out of the chute to land on a mine cart. In the mine cart level, use the Control Stick to speed you up or slow you down and to grab left and right. Use A to jump. Jump over Koshaa's attacks, speed up to avoid the TNT barrels from behind and slow down to avoid the TNT barrels from above. Collect as many coins as you can. Although you only need 50, you're bound to be hit by something, which costs you coins. By collecting 50 coins, you gain Diddy's second banana (4,2,0,0,0)! Now go back to the mountain and make the ramp emerge again. Now go to the top of the mountain and collect the Banana (4,3,0,0,0). Do you remember the gate in the first cavern of the level that you couldn't enter? Well, now you can. Go back to that cavern and when you reach the gate, hit both of the switches with the Peanut Popgun. The gate will open, revealing a Golden Banana (4,4,0,0,0)! Now you have more than enough Golden Bananas to enter Level 2. But first, collect enough bananas to get Banana Medals for both Donkey and Diddy. Then, go to Troff n' Scoff's room and feed them bananas, so they open the door behind them. Switch to Donkey Kong (if you aren't him already and enter). You must then face Army Dillo (see the Boss section). After defeating Army Dillo, exit the level. -------- DK Isle: -------- Go to K. Lumsy's island. Place the key in K. Lumsy's cage and he will open the entrance to Level 2. Bananaport back to Kong's Isle and run to the entrance of Level 1. When you get there, keep going, defeating Gnawtys and Zingers until you reach a ledge with grass on it in front of you. Backflip up the two ledges and then you should be on a plain with one tree. Climb the tree and jump to the next platform. Run until you reach the vines, then swing your way to the other side. Once there, jump up the steps and enter the temple (Level 2). You need 5 Golden Bananas to enter. --------------------- Level 2: Angry Aztec --------------------- Go through the initial cavern, swinging across vines as necessary. Although there is a switch with a coconut on it in the tunnel, don't worry about it yet. Once you exit the tunnel, you'll see a camel who tells you that "the key to my freedom lies in the clouds". You'll get to that later. For now, go to Candy's music shop, which should be on your left and buy your instrument and another watermelon. Do the same with the other Kong. If you aren't Diddy already, switch to him now. From there, look around and you should see a temple and the camel's cage. Go to the temple. Run up the steps and go to the left. As you run to the side of the temple, you should see a peanut switch. Hit it and the door will open. Once inside, you should see a Diddy switch. Hit it and the tongues of the monkey statues will come out of their mouths. Climb the tongues and when you reach the top ledge, look to the other side of the temple. You will see a peanut switch. Hit it and the tongue of the monkey statue will come out. Cross the tongue and then backflip over the monkey statue. You'll find a banana coin and a music pad. Play your instrument over the pad and the ice in the temple will melt. Dive into the water and you should see some bananas. Follow the trail of bananas until you surface. Go over to Tiny and you should see a cluster of banana coins. Collect them and you'll find a switch. Hit it with the Chimpy Charge and platforms will appear under the letters. Now, hit the letters with the Chimpy Charge in order so that they spell "KONG". The gate will open and Tiny will be freed. Go to the cage and collect the banana (0,1,0,0,0). Then exit the temple. Go to the Tag Barrel and switch to Tiny. Collect the four banana coins and then go to the music shop and buy the Saxophone Slam. Go back to the Tag Barrel and switch to Diddy. If you climb one of the trees, you'll find that there is a vine next to it. Swing across the vines until you land on top of the camel's cage. You should find a music pad. Play the Guitar Gazump and the wall blocking one of the areas will fall. Go in the newly opened area. When you reach the area with the Kasplat, go right and walk along the narrow walkway until you reach Cranky's lab. Go in and buy the Rocketbarrel Boost (Boostum highus). Switch to Donkey Kong and buy the Strong Kong (Strongum kongus). Switch to Tiny Kong and go to where the Kasplat was. Defeat to earn blueprints and collect the nearby banana coins. Then go back to Cranky's and buy the Mini Monkey (Kongum smallus). Then switch to Donkey Kong. When you reach the central area (with the Kasplat), go right. Defeat the green Klaptraps and leave the tunnel. From there, go to the temple you should see on your right. There is a Donkey pad there, press Z to fly up into another Rocket Barrel game. This one's fairly easy, and when you finish it, you release the camel from its cage. Use the "2" bananaport to get close to the camel's cage, then retrieve the Golden Banana (1,1,0,0,0). While you're in this area, go to the first tunnel of the level and go to where the coconut switches are. Hit them with the Coconut Cannon and then jump in the Donkey barrel. While in Strong Kong mode, go to the bridge in front of you and defeat the Kasplat to get the blueprints. Then go back on the ledge and stop the Strong Kong move. From there, go back to the temple with the Donkey pad in front of it. There is now a Coconut switch above the door. Hit it and the door will open. Go inside. When you enter the pyramid, drop down to the ground level and kill the purple Klaptrap with an orange. Then search the passageways until you find the Bongo music pad. Play the Bongos and the lava will be changed to water. Go in the newly opened entrance at the bottom of the water, and when you surface, you'll find Lanky Kong! Hit the Coconut switch to let him out and then collect the Golden Banana (2,1,0,0,0). From there, go back to the main part of the temple. Jump up the steps and when you reach the top, you should see a "1" bananaport and a Tag Barrel. Switch to Tiny and go down the stairs on the same side as the Grape switch. Go right at the passageway you'll find. You'll find a barrel with a small opening and a Tiny barrel. Jump in the Tiny barrel to become small and then go through the opening. When you reach the other side, use the bananaport you'll find to reach the Tag barrel again. Switch to Lanky and go back to the lava-filled place with the Kasplat. Defeat the Kasplat and gain blueprints. Then bananaport and go to the Tag Barrel and switch back to Tiny. Go back to the lava-filled area again. Hit the Tiny switch to create platforms in the lava. Jump across them and hit the next switch. If you fall off a platform, then backflip back onto it. Continue doing this until you get the Golden Banana (2,1,0,1,0). Now go back to the Tag Barrel and switch to Donkey Kong. Go down the opposite side of the stairs that you did before. When you reach the bottom, there should be a passageway with a purple Klaptrap, some oranges and a Donkey switch. Hit the Klaptrap with an orange and then hit the switch. A wall will come down. Now leave the temple. you leave the temple, go right. There should be a river of sand blocking your way. Long jump over it and then make a right on the next passageway. Jump in the Tag Barrel you'll find and switch to Tiny. Then backtrack to Funky's armory and buy the Feather Bow. Go back to the Tag Barrel and switch to Lanky. Go back to the armory and buy the Grape Shooter. Go back to the Tag Barrel and switch to Donkey Kong. Climb the tree in front of the armory and you'll find some vines. Swing across them to go over the river of sand. On the other side, you'll find a Donkey Barrel. Enter it and become Strong Kong. Run in the entrance you opened in the temple and at the end of the tunnel, you'll find a Banana Barrel. Jump inside to go to Stealthy Snoop (see Mini-Games). After you leave the mini-game, collect the Golden Banana (3,1,0,1,0). Bananaport outside the tunnel. From there, there is a ramp in front of you. Follow the trail of bananas on it and then go to Snide's HQ. Give him your blueprints and receive a Golden Banana (4,1,0,1,0). Do the same for Tiny (4,1,0,2,0) and Lanky (4,1,1,2,0). Go back to the Tag Barrel and switch to Diddy. Go down the opposite side of the steps and you'll find a platform with four gongs on it. Hit each one with the Chimpy Charge and the pyramid in the middle will rise. Now go to the armory and use the bananaport there. When you emerge on the other side, use the "3" bananaport to go to Cranky's. Switch to Lanky and buy the Orangstand (Palmus walkum). Then bananaport back using the "3" bananaport. After that, use the "2" bananaport to go back to the first part of the level. Go to Candy's place and buy the Trombone Tremor. Switch back to Diddy and use the "2" bananaport. Go up the ramp to your left and jump in the Diddy barrel. Now you're in the Rocketbarrel! Fly up to the top of the pyramid and get the Golden Banana (4,2,1,2,0). Now the top of the pyramid has opened up and a Saxophone music pad appears on the ground. Go to the Tag Barrel and switch to Tiny then go next to the platform with the pyramid on it. You'll see a Tiny barrel there. Jump into it, then go to the Saxophone music pad and play the Saxophone Slam. Squawks will come and take you to the top of the pyramid. He will drop you in the opening at the top and you'll face a beetle. To earn the Banana, you must beat him to the finish line and collect 50 coins. Every time you hit him costs you 3 coins. First, go through the course a few times and remember where the coins are placed and where the track lacks walls.To win, you must pass him quickly, like in the first two turns. It is possible to get by him without hitting him in the second turn. When you have the lead, get the coins and accelerate whenever you see the beetle. At the end, during the running part, if the beetle jumps off the ramp and lands ahead of you, you have lost the race. If he lands behind you, then get in front of him and continue running. You should prevent him from making it to the checkered flag and you'll win! Win the race and have to coins to gain the Banana (4,2,1,3,0). Now go to the Tag Barrel and switch back to Diddy. Go to the Rocketbarrel and then fly high into the air. You should see a sun emblem with a bunch of bananas in it. Fly through that emblem three times to free a vulture. You must then follow the vulture around the level and fly through all the rings it leaves. You have infinite crystal coconuts in this part. This can be difficult, but just fly steadily. Don't panic if you miss one, just go back and get it quickly. Once you have accomplished this, the vulture places a Golden Banana in the sun emblem. Now just fly up to it and get it (4,3,1,3,0). Now use the "2" bananaport to go back to the first part of the level. Climb the tree nearest to you and you'll find a Diddy barrel. Jump in it and then fly to the top of the temple where you found Tiny. Defeat the Kasplat that's there and get the blueprints. Give the blueprints to Snide to get another Banana (4,4,1,3,0). Switch to Lanky and go back to the temple where you found him [Lanky]. Find the Grape switch on the temple and hit it. The door will open. Go inside. Go down the ramp and then into the passageway onto the left. There should be a purple Klaptrap, some supply crates and a Trombone music pad. Play the Trombone Tremor on the pad and the camels will create a bridge to the Banana Barrel. Use the Orangstand to go up the camel's neck and jump into the barrel. You will now play Teetering Turtle Trouble (see Mini-Games). Once you win, you've earned yourself another Banana (4,4,2,3,0)! Now go to the Tag Barrel in the temple. When you get there, you should see a Grape switch. Hit it and the doors behind it will open. Defeat the Kremlings and then hit the Lanky switch. A compartment in the wall will open, revealing various stone monkey heads. When you hit each head with the Grape Shooter, it makes a sound. Your goal is to match all the sounds that the heads make. It's like a memory game. When you get a match correct, the heads keep spinning. You are not penalized for an incorrect match. When all the heads are spinning, the Golden Banana comes down from the ceiling. Get it for your next banana (4,4,3,3,0). Go back to the temple where Tiny was rescued. Find the Grape switch and hit it to enter. Once inside, dive into the water. When you reach the next room of water, instead of turning right like you did when you rescued Tiny, keep straight. You should see a giant rock formation. Jump to the top of it and you'll find a Lanky switch. Hit it and the three monkey head's mouths will open. One of them will reveal a vulture carrying a Golden Banana. Hit it 5 times with the Grape Shooter to knock the Banana down. Get it (4,4,4,3,0). After you get that Banana, the water in the room lowers, making it possible for you to go into the Battle Arena. Step on the pad and go to the Arena. You must face a set of Kritters. The battle isn't too hard. After you survive for 30 seconds, you gain the Crown (2)! Leave the temple and then switch to Diddy. Use the "2" bananaport and get in the Rocketbarrel. Fly to the temple preceded by the narrow walkway and a grenade-dropping Zinger. You will find a Diddy switch. Hit it and one of the faces on the totem pole will come to life and say "Feed me." Get in the Rocketbarrel and then fly up to the face. Fire your Peanut Popguns into its mouth. After 5 peanuts go into its mouth, it will create switches for the five doors, one for each Kong. Now go to the temple with Diddy and find the Peanut switch, hit it and go inside. Hit the Peanut switch and then go left so you can replenish some of your crystal coconuts. Now go back across the first hallway. Defeat the Kritter and then hit the switch. Now go left and defeat the Klump. Get the Golden Banana (4,5,4,3,0) and then leave the temple quickly. Now switch to Donkey. Go to the temple and find the Coconut switch, hit it and go inside. Hit the Coconut switch and go left. Defeat the purple Klaptrap and hit the next Coconut switch. Go right and defeat the next purple Klaptrap and then get the Banana (5,5,4,3,0) and then leave the temple quickly. Now switch to Lanky. Go to the temple and find the Grape switch, hit it and go inside. Hit the Grape switch and go left. Defeat the Klump and take the steps to the left. Hit the next switch and go right. Defeat the Klump and jump in the barrel to play Big Bug Bash (see Mini-Games). Once you win, you receive a Banana. Take it and leave the temple quickly. Switch to Tiny, go to the temple, find the Feather switch, hit it and go inside. Hit the Feather switch and go left. Defeat the Zingers and then go up the stairs to the left. Hit the switch and go left. Then get the Banana (5,5,5,4,0) and leave the temple quickly. Collect enough bananas to gain the Kongs banana medals, then go to Troff n' Scoff's room and feed them bananas so they can open the door to the boss. After you feed them 120 bananas, switch to Diddy and face Dogadon (see Bosses). After you emerge victorious from facing Dogadon, exit the level. -------- DK Isle: -------- Bananaport back to the entrance of Kong Isle. Look around and you should see an island with what looks to be a stone statue of a woman's head. Switch to Tiny and swim over to that island. Jump in the Tiny barrel and go inside the statue. Inside you'll find the Queen Banana Fairy and she tells you of her predicament. After agreeing to help she gives you the Banana Camera and a new move (which I've listed under each character's respective moves. Keep in mind I made up the names.) in which you charge B for two seconds and then let go. It costs a crystal coconut though. Leave the statue and look around. You should see an island that looks like it has nothing on it. Swim to it and you'll find a fairy. Take a picture of the fairy (1). Leave the island and head for K. Lumsy's island. Put the Level 2 key in the lock and he'll unlock the entrance to Level 3 and Level 4. From K. Lumsy's island, swim over to K. Rool's ship and jump on the upraised platform. Then jump on the ramp and run up it. Continue to go up until you reach the very top of the ship. As you go around the top portion, you'll see some stairs and an entrance. Go in the entrance. Switch to Donkey Kong. If you have 15 bananas, B. Locker will let you pass and enter Frantic Factory. ------------------------- Level 3: Frantic Factory ------------------------- Begin by going straight. Defeat the two Robo-Kritters with oranges and hit the switch. This will open the airlocked door in the tunnel. Go into the tunnel, defeat the Robo-Kritter and climb down the pole. Once you reach the bottom, go down the next tunnel. When you reach a door entitled "Production Room", go up to it and it will open. Run around the Production Room, until you find the door to the Storage Room. Open it and you'll find Chunky in a cage and a Robo-Zinger. There is a Donkey pad under the cage. Press Z while standing on it to go to a place with Rocket Barrels. Blast yourself through the barrels until you reach the DK star. When you blast yourself through that, you will create a lever next to...the Donkey Kong arcade! From there, go to the stack of crates. You will see a switch on the edge of them. Hit it and the gate near the beginning of the level will open. Jump up the stack of crates and you'll reach a passageway. This passageway leads to Cranky's lab and Candy's music shop. Go to Cranky's and buy Gorilla Grab (Simium strainius). Then switch to Diddy and buy Simian Spring (Leapus largium). Switch to Tiny and buy the Pony Tail Whirl (Roundum roundus). Switch to Lanky and buy Baboon Balloon (Baboonus balloonus). Switch to Diddy and go back to the Production Room. Once inside the Production Room, defeat the Kasplat to gain blueprints. Then find a Diddy switch and hit it. A Golden Banana will appear in an alcove. Go back in the Storage Room and switch to Tiny. Go into the room with the Kasplat in it, defeat it and collect the blueprints. Then go back into the Storage Room and switch to Donkey. Go back to the previous room and climb up the pole. Go into the duct and go into the passageway on the left. Pull the lever next to the Donkey Kong arcade and play (see Mini-Games)! Beat it once to obtain a Banana (1,0,0,0,0). Beat it again to obtain the Nintendo Coin. Now go back to the Storage Room and switch to Tiny. Come back to the room with the arcade machine in it. Jump in the Tiny barrel and then climb up the crates and desks until you reach the duct. Go inside and then you will be taken to the Banana. Get it (1,0,0,1,0) and then go to the Storage Room. Use the "1" bananapad to bananaport back to the first room of the level. Now go into the final corridor that you have not entered. Go through the open gates and kill the Robo-Zinger. Then climb up the pole. Enter the Testing Room and then go left when you reach a fork in the passage. Go down the pole and enter Snide's HQ. Give him Tiny's blueprint (1,0,0,2,0) and Diddy's blueprint (1,1,0,2,0). Keep playing as Diddy and go back up the pole. Now go back in the duct and keep straight after defeating the Robo-Kritter. In the next room, defeat all of the enemies, then find a Diddy pad. Use the Simian Spring to get started up the mountain of blocks. Then jump your way up them. When you reach the top, you'll find another Diddy pad. Use the Simian Spring to reach a Bonus Barrel which lets you play Peril Path Panic (see Mini-Games). Once you beat Peril Path Panic, use the Simian Spring again to get the Banana (1,2,0,2,0). Now drop down and go through the door marked "R&D". Climb up the pole. Go through the next door and switch to Lanky Kong. Go to the left and you'll find a Trombone music pad. Play the Trombone Tremor and the doors will open. You now have to play a game of Simon. Kremlings will come out of barrels and burp. You have to match the correct tones with the burping. The keys are the same color as the barrels the Kremlings come out of. After you play back a 7 burp string, you get a Banana (1,2,1,2,0). Go out of the passageway, then go left. Climb up the ladder, but go straight instead of going into the passageway on the left. You'll find a Kasplat. Defeat it and get the Blueprints. Go down the ladder and switch to Diddy. Go up the ladder again and you'll find a passageway with a Guitar music pad on it. Play the Guitar Gazump and the doors will open. Now you must use the Chimpy Charge to hit the switches in the order specified by the names of the doors. When you do so, the doors open and enemies spill out. A Mad Domino and two Mad Dice come out of one, two Robo-Kritters come out of another and a Robo-Kritter and two Robo- Zingers come out of the last one. After you defeat all of the enemies, a Banana comes out (1,3,1,2,0). Leave that room and then through the door of the other room on the upper level. There is a long shaft. Jump down it. When you hit the bottom, you should see a Diddy switch. Hit it and two vines and a Bonus Barrel will appear. Swing across the vines and into the Bonus Barrel to play Beaver Bother (see Mini-Games). Once you have beaten this game, Diddy will fall out of the Barrel and the Banana will fall on top of you (1,4,1,2,0). Switch to Donkey and then use the "1" bananaport and then the "2" bananaport. Go back to the same chute you just went to with Diddy. When you hit the bottom, you'll see a Coconut switch. Hit it and the door to the shack will open. Go inside. Inside the shack are bananas, banana film, a banana coin and a lever. Use the Gorilla Grab on the lever and the auto production line will start and a gate will raise. A Banana will appear in a corner of the room. Get it (2,4,1,2,0) and leave the shack. Go to the Production Room and enter the newly opened entrance. Inside, jump in the Donkey barrel and go across the conveyor belt. At the end of the two conveyor belts, you'll find a Banana. Get it (3,4,1,2,0) and then leave the room. Go to the Storage Room and switch to Tiny. Go back to the Production Room and find the Tiny switch. Hit it to make a Bonus Barrel appear. Go to the Storage Room and switch to Lanky, then go back to the Production Room. Find the Lanky switch and hit it. Then jump on the lift next to it. When you reach the top of the lift's motion, jump on the conveyor belt, then jump on the platform. Using the Orangstand if necessary, jump on the grates on the pipe until you reach the big machine. Run around the machine until you find a ladder. Climb up it. Go with the revolving gates until you reach a spinning pillar. Run across the pillar and then jump onto the platform at the end. Jump up the steps and then jump on the revolving platform as it comes to you. When you see the Tag Barrel, jump onto that platform and then hit the Bananaport Pad. Switch to Lanky and go to the edge of the platform. Jump on the rising and falling lifts until you reach the next high platform. Now go to the edge of the platform with the spinning pillar connected to it. Run and jump across the pillars and then go to the edge of the next platform. Jump onto the metal grate and then use the Orangstand to walk up the pipe. At the end of the pipe, you'll find a Banana (3,4,2,2,0). Go back to the Tag Barrel and switch to Diddy. Drop all the way down to the bottom and find and hit the Diddy switch. Use the "4" bananaport to go to the Tag Barrel. Go back to where the spinning pillars are. You'll notice that the pillars stop moving occassionally. Use that time to go across. Use the Simian Spring on the Diddy pad and you'll boost yourself into the Banana (3,5,2,2,0). Go back across the pillars to the platform and then switch to Tiny. Then jump on the conveyor belts and go across them. When you reach the next platform, go to the edge and you'll see the Bonus Barrel in the distance. Jump and use the Pony Tail Whirl to reach it. Go inside to play Krazy Kong Klamour (see Mini-Games). After winning, you get another Banana (3,5,2,3,0)! Go to the Tag Barrel and switch to Donkey Kong. Then go to the spinning pillars and successfully cross them. When you reach the platform, go to the pipe and you should see a Kasplat with yellow hair. Jump onto the grate and then jump to the platform the Kasplat is on and defeat it. Collect the blueprints. Now go to Snide's and give him Donkey's (4,5,2,3,0) and Lanky's (4,5,3,3,0) blueprints. Go back to the Storage Room as Lanky and search the walls for a pipe. It's by the door where the Kasplat is. Using the Orangstand, go up the pipe. At the top, you'll find a Lanky switch. Hit it and the cage holding Chunky falls. Now that Chunky is freed, go and get the Banana he left behind (4,5,4,3,0). Switch to Chunky and then get the banana coins around the Bananaport Pad. Go to Cranky's and buy the Hunky Chunky (Kremulious crushum). Use the Bananaport Pads to go back to Snide's HQ and get the banana coins around the pad. Then go back to Cranky's lab and buy the Primate Punch (Sandwichium punchius). Go back down to the Storage Room and go into the room with the Kasplat. Defeat it and then climb up the pole. You'll see a fence door in front of you. Use the Primate Punch to knock it down. You'll now be able to jump into the Bonus Barrel. Do so to play Stash Snatch (see Mini-Games). Complete Stash Snatch to get a Banana (4,5,4,3,1). Use the Bananaport Pads to go to Snide's HQ. Then climb up the pole. When you enter the tunnel, go into the Testing Room and defeat the Kasplat. Get the blueprints and then give them to Snide (4,5,4,3,2). Go back into the Testing Room and look for a stack of crates. When you find them, jump up them and jump onto the overhead ledge. Switch to Lanky and press Z on the Lanky pad. You'll then use the Baboon Balloon to float into the air. Steer yourself toward the Bonus Barrel and land in it as you run out of air. You will now play Batty Barrel Bandit (see Mini- Games). Win Batty Barrel Bandit to win another Banana (4,5,5,3,2)! Go back to the Tag Barrel and switch to Tiny. Then go to the other side of the platform. You should see a Tiny barrel. Jump in it and then go through the small tunnel. You'll run down a tunnel and then emerge in a room with a Tiny switch. Hit it and the dartboard will unfold. You need to hit the icon on the circle that matches the icon marked on the right side of the board with your Feather Bow. After you match 6 straight times, you get a Banana (4,5,5,4,2) and Funky's armory appears along with a fairy! Switch to Chunky and then drop down. If you look around, you should see a passageway, but it's higher up than you can jump. Jump on the block and then have it lift you up to the passageway's level. Then jump off and enter the passageway. Take a picture of the fairy (2) and go inside the Armory. Buy the Pineapple Launcher. You can now buy a larger ammo belt from Funky, so have whichever Kong has the most banana coins buy it. When you do, all the Kongs are now able to hold 100 bullets. Switch to Chunky. Now go back to the Storage Room and go to the fence door near the Tag Barrel. Hit the door with the Primate Punch and it will open. Hit the Chunky switch with the Primate Punch and the platforms will begin moving. Go to the "?" box in the corner and hit it with the Simian Slam. It will break open to reveal a Chunky switch. Hit it and the "?" box at the top of the crates will break open and reveal a Golden Banana. Jump on the platforms and then jump to the Banana (4,5,5,4,3). Go to the Production Room and find the Chunky switch. Hit it and a Banana will appear under a giant tenderizer. Use the "4" bananapad and then jump onto the revolving platform. Walk close to the tenderizer and then grab the Banana (4,5,5,4,4). Now go to Candy's and buy the Triangle Trample. Candy now has an upgrade too! Have the Kong with the most banana coins buy it. All Kongs now have 15 music shots. Switch to DK and go to the Testing Room. Look at the blocks until you find one under a passageway (that is not the one under Funky's). Let it lift you up and jump off. Run down the passageway and take a picture of the fairy (3) you'll find. Keep running and you'll reach a board with 16 numbers on it. Run around it and you'll find a Donkey switch. Hit it and the numbers will rise. You now have 60 seconds to hit each number with a Simian Slam. After you knock down all 16 numbers in order, you will receive a Banana (5,5,5,4,4). Now go back to the Testing Room and then go through the R&D door. Climb up the pole and then go to the R&D Room. Switch to Chunky, then go right and climb up the ladder. Defeat the Kasplat and then climb up the next ladder. Hit the fence door with the Primate Punch and go in. Play the Triangle Trample to open the glass door. Go to the treasure chest with the Chunky switch on it. Hit the switch with the Primate Punch and the chest will open. First one Mad Dice will come out, after it's defeated two Rulers come out, after they're defeated two Mad Dominos come out. After the Dominos, several enemies come out and join to form one big enemies. When the camera comes back to you, you'll notice there's a Chunky barrel behind you. Enter it to use Hunky Chunky and defeat the Megatoy. A Banana (5,5,5,4,5) will come from the ceiling. Drop down and switch to Tiny. Then go back to where you were with Chunky, but instead of climbing up the first ladder, go through the doors. Go through the passageway and you'll find a Tiny barrel. Jump in it and then go through the small tunnel with the Rareware symbol. Go into the next tunnel to reach the car race. To win the Banana, you must defeat the Kremling car after 2 laps and collect 10 coins. While both of these are easy to do, it's also easy to hit the TNT barrels, which cost you 3 coins each time you hit them. Press Z to accelerate, the Control Stick to change lanes and A to fire a rocket. Win to receive the Banana (5,5,5,5,5). Go back to the Tag Barrel and switch to Donkey Kong. Then come back to the area you were at with Tiny. Use the Gorilla Grab to pull the lever and two gates will open. Go to the one with the Battle Arena Pad. In this Battle Arena, you will have to face Kasplats and Kritters. Defeat the Kritter first, then work on the Kasplat. It's best to stick to the one-two punch/hand slap combo to defeat these Kremlings. Once you survive, you win the Crown (3). Get enough bananas to receive Banana Medals for everyone, then go to Troff n' Scoff's room. Feed them the 200 bananas necessary to open the door, then switch to Tiny Kong and enter. You now face Mad Jack. After defeating Jack, exit the level and switch to Donkey Kong in the lobby. Pull the lever with the Gorilla Grab and go up the lift. Play the Bongos on the music pad to get another Banana (2,0,0,0,0). -------- DK Isle: -------- Leave the lobby and go to K. Lumsy's island and put the key in. Then go back to Kong's Isle and switch to Chunky. Use the "3" bananaport and you should see a Pineapple switch near you. Hit it and get the Banana (2,0,0,0,1). Now go to the first level. Switch to Lanky in the lobby and enter. --------------------------------- Level 1: Jungle Japes (revisited) --------------------------------- Run forward and defeat the Gnawty. Then run into the tunnel. Go into the entrance made by hitting the Peanut switches. When you're inside, you should see a Grape switch. Hit it and go in the Bonus Barrel. You'll play Mad Maze Maul (see Mini-Games). Once you win, you'll get a Banana (4,4,1,0,0). Go to the Tag Barrel and switch to Tiny. Come back to the room opened by the Peanut switches and hit the Feather switch. Jump in the Bonus Barrel to play Splish-Splash Salavage (see Mini-Games). After you do this, get the Banana (4,4,1,1,0). Now go to Cranky's and switch to Donkey Kong. Hit the Coconut switch and switch to Rambi. Then run over all the huts with the Charge Attack. One of them has a Donkey switch under it. Switch back to DK and then hit it. A gate will open, revealing a Banana. Get it (5,4,1,1,0). Go back to Cranky's and switch to Diddy. Hit the Diddy switch and then a gate will open next to Funky's, revealing a Banana. Use the Bananaport and then go to Funky's to retrieve it (5,5,1,1,0). You have 50 seconds to do so. Go back to Cranky's and switch to Lanky. Hit the Lanky switch and a gate will open next to the Cannon Barrel. You have to get the Banana in 60 seconds. Use the Bananaport and go to Funky's. Then, swing across the vines and get the Banana (5,5,2,1,0). Go back to Cranky's and go into the cavern. Make the right turn and defeat the Kasplat to get the blueprints. Use the Orangstand to go up the hill and then jump into the Bonus Barrel. You will play Speedy Swing Sortie (see Mini-Games)! When you complete Speedy Swing Sortie, you'll get another Banana (5,5,3,1,0). Leave the room and go straight. Make the first right you come to and you should find a fairy. Take a picture of it (4). Now go back to Cranky's and switch to Tiny. Hit the Tiny switch and a gate overlooking the water will open. In less than 30 seconds, use the Bananaport and then swim to the newly opened entrance and collect the Banana (5,5,3,2,0). Go back to Cranky's and switch to Chunky. Go to where the Banana Fairy was, but go past the pool into the room with the boulder in the middle. Go up to the boulder and press B to lift it. Then throw it somewhere. Hit the Chunky switch and a gate near Snide's HQ will open. In less than 50 seconds, run to the river, then swim across it and use the "2" Bananaport. From there, run to the new entrance and collect the Banana (5,5,3,2,1). Switch to Lanky and give Snide your blueprint (5,5,4,2,1). Switch to Chunky and drop down to to the lowest level. Go the left side of the grassland and you should see a boulder on top a blue X. Pick up the boulder and throw it to reveal a Banana (5,5,4,2,2). Switch to Tiny and go in the leftmost cave. Defeat the Kasplat with the purple hair and get the blueprints. Keep going forward, but watch out for the Zinger. At the end of the tunnel, you'll find two Feather switches. Hit them and the gate will open. Go over to the tree stump and jump in the Tiny barrel. Then go to the other side of the stump and jump on the mushroom top of the stump. Drop down the hole and get the Banana (5,5,4,3,2). Next, go to the shell and jump in the Tiny Barrel. Go inside the shell. Once inside, defeat the Zinger and go left. Kill the Purple Klaptrap with an orange and then hit the Tiny switch. Go in the newly opened door and kill the two Purple Klaptraps, then hit the Tiny switch. Go in the newly opened door and either kill or avoid the Purple Klaptraps and Zingers. Go up the pyramid structure and get the Banana (5,5,4,4,2) at the top. From there, leave the shell. Switch to Chunky and jump in the Chunky Barrel. Jump in the Bonus Barrel above you to play Minecart Mayhem (see Mini-Games)! Once you win Minecart Mayhem, jump back in the Chunky Barrel, climb a tree and grab the Banana (5,5,4,4,3). Shrink to normal size and go to the blue X you picked the boulder up from earlier. Hit it with three Simian Slams and it will break, dropping you to another portion of the course. Walk through the hallway and then let the rising flames show you where the ground is. You'll reach a Kremling Head statue with two pineapple switches. The one on the right lowers vines to the Kasplat, and the one on the left lowers vines to the Banana. Go left first and get the Banana (5,5,4,4,4) and then go right, defeat the Kasplat and get the blueprints. Go to Snide and give him Chunky's (5,5,4,4,5) and Tiny's (5,5,4,5,5) blueprints. Switch to Diddy and drop down to the lowest level. Go to the rightmost grassland and then hit the Peanut switch above the gate atop the hill. The gate will open. Switch to Lanky and use the Orangstand to go up the hill. Once inside, go in front of the picture. Squawks will come down and tell you that the pegs look loose. Hit them (they have a banana coin over them) with the Simian Slam. Once you do this, five Zingers will appear. Defeat them all and the picture will open and reveal a Banana (5,5,5,5,5). When you get the Banana, a fairy will appear. Take its picture (5). Get enough bananas to get Banana Medals for Tiny, Lanky and Chunky, then exit the level. In the lobby, switch to Chunky, then pick up and throw the boulder. Switch to Lanky and play the Trombone Tremor. Get the Banana Squawks drops down (2,0,1,0,1). Now go to Level 2. In the lobby, switch to Diddy and hit the gongs with the Chimpy Charge. A Bonus Barrel will emerge out of a tunnel in the ground and will suspend itself in mid-air. Switch to Tiny and go to the top of the nearby platform. Jump off and use the Pony Tail Whirl to reach the Barrel. You will play Big Bug Bash (see Mini-Games)! When you win, you get a Banana (2,0,1,1,1). Now switch to Chunky and enter the level. -------------------------------- Level 2: Angry Aztec (revisited) -------------------------------- Swing across the vines and hit the two Pineapple switches. The door will open. Walk across the walkway and then go on one of the side walkways. Pick up the jug and then walk back to the center. Use Z to place the jug on the pad that matches the markings on the side of the jug. After you place the three outer jugs on the pad, grab the center jug and place it on the remaining pad (which should have a circle on it). Doing this makes a Banana appear in the center of the jugs. Get it (5,5,5,4,1). Now go outside and go to the temple where Tiny was saved. Find the Pineapple switch and hit it, then go in. Go down the corridor and you should see two barrels and a Triangle music pad. When you get close to the barrels, Kremling's heads pop out...they're Klobbers. Defeat them, then play the Triangle Trample on the music pad. The doors will open and you'll see the Banana. Go inside, but then the Banana will go down a compartment in the floor! The face statue will open its mouth and four Klaptraps will come out. Defeat them, then the room will turn and four more Klaptraps will come out! This continues until you defeat 16 Klaptraps. After that, the Banana will come out of the floor. Get it (5,5,5,4,2). Leave the temple, switch to Tiny and go back to the temple. Find the Feather switch and hit it, then enter the temple. Jump into the Tiny Barrel and then dive into the pool. At the bottom, you'll see a purple banana. Go to it and you'll find that's actually in a tunnel. Swim down the tunnel and surface. Then walk to the door. You'll fight a few Klaptraps. Once they're beaten, you get the Banana (5,5,5,5,2). Leave the temple. Switch to Chunky and go in the "2" bananaport. Then go through the tunnel. Find the Chunky Barrel and jump in it. Go back and get the boulder, then place it on the giant stone switch near the Chunky Barrel. This raises the cage around the Bonus Barrel. Then run back to where the Bonus Barrel is and jump in it. You'll play Busy Barrel Barrage (see Mini-Games)! After you win, get the Banana (5,5,5,5,3). Go to the temple with five doors. Find the one with the Pineapple switch and hit it. Enter and hit the Pineapple switch. Go right and defeat the Klobber at the top of the stairs. Then keep running and go up the stairs to your right. Collect the banana coin and go right. Defeat the Klobber and go up the stairs to your right. Hit the Pineapple switch and go to your left. Defeat the Kasplat and get the blueprints. Hit the Pineapple switch then go back across the main hall. Continue straight and eventually you'll reach a Zinger and a Bonus Barrel. Jump in the Bonus Barrel to play Kremling Kosh (see Mini-Games)! Once you win, you get another Banana (5,5,5,5,4)! Now leave the temple quickly and go to Snide's HQ. Give him the blueprints (5,5,5,5,5). Switch to Tiny and go to the five-door temple. Find the Feather switch and hit it, then enter. Hit the Feather switch, then go left. Defeat the Zingers and then jump into the Tiny Barrel. Go into the nearby tunnel and when you come out the other side, you'll find a fairy! Take its picture (6). Leave the temple and then go to the Llama temple. Use the "2" bananaport and then go down the steps on the side with the Grape switch. There's another passageway, and you'll find a fairy there. Take its picture (7) and then get enough bananas to get a Banana Medal for Chunky. After that, leave the level. -------- DK Isle: -------- Use the bananapad and then dive into the water. Swim until you reach the submarine. Go in the door that K. Lumsy opened for you and continue swimming until you are able to surface. Ignore the Kasplat for now and go to B. Locker. If you have 30 Bananas, he'll let you pass. Enter the door to go into Level 4 (Gloomy Galleon). ----------------------- Level 4: Gloomy Galleon ----------------------- From the start, go right into a passageway. You'll see two Pineapple switches. Hit them then leave the passageway and continue down the main hallway. When you reach the Tag Barrel, kill the Kosha to your left and then jump in the Barrel. Go forward and defeat the Kaboom. Go left and defeat that Kaboom. Jump in the Barrel Cannon to blast yourself up to Cranky's. Go inside and show your 15 Banana Medals to Cranky. He'll show you his new game...Jetpac (see Mini-Games). After beating Jetpac, drop down and then defeat the Kabooms. Go in the entrance and follow the green bananas. Defeat the Kaboom and Klobber and then walk up to the treasure chests. Hit the one on the right with the Primate Punch to reveal a Banana (0,0,0,0,1). The one in the center reveals headphones and the one on the left reveals a fairy (8). Go back to the Tag Barrel and switch to Tiny. Go to the room with the Barrel Cannons in them and go in the one nearest to you. Then swing across the vines. You should end up on a makeshift wood structure. Go left and you should see a Kasplat. Defeat it and get the blueprints. Now go back and switch to Diddy. Go in the tunnel the Kosha was in and go forward until you reach the Peanut switches. Hit them to open the gate. Jump in the water and swim to the right. After you round the corner, you should see Funky's armory. Look around and you should see a giant cactus. Jump up and find the Guitar music pad. Play the Guitar Gazump and a door in the sunken ship will open. Quickly swim to the central area and go in the door. Once inside, you'll find that it's very dark...until Glimmer comes and helps you! Swim to the main area of the ship and then enter the Bonus Barrel. You'll play Splish-Splash Salvage (see Mini-Games)! After beating Splish-Splash Salvage, you will receive a Banana (0,1,0,0,1). Then leave the ship and go back to the cactus. Switch to Chunky and defeat the Kasplat at the top of the cactus, then get the blueprints. Switch to Donkey Kong and go to the Bongo music pad on the cactus. Play the Bongo Blast. Another door in the sunken ship will open. Swim to the ship and go in the door. Go through the tunnel and then make a left to reach a Bonus Barrel which will let you play Krazy Kong Klamour (see Mini-Games). Beat the mini-game to get another Banana (1,1,0,0,1). Leave the ship and go to the cactus. Switch to Lanky and find the Trombone music pad. Play the Trombone Tremor and another door will open in the ship. Swim to the ship and go through the door. Go through the passageway, then go to the left once you reach the big room. Quickly swim past the Puffer and get the Banana (1,1,1,0,1). Then leave the ship. Go back to the cactus and switch to Tiny. Find the Saxophone music pad and play the Saxophone Slam. Another door in the ship will open. Go down the passageway, but when you reach the jail cells, look to your right. You should see a fairy. Take its picture (9). Go to the left and you'll find an open jail cell with a Shuri and a Banana. Swim quickly and get the Banana (1,1,1,1,1). Then leave the ship. Swim to the top of the ship. Switch to Lanky and jump in the Engaurde crate. Then go up and dive out of the water into the DK star three times. From there, go into the underwater tunnel and swim through the new opening. Go back to Lanky and then switch to Tiny. Go on top of the treasure chest and jump in the Tiny Barrel. Then dive into the water and swim through the keyhole. You'll see several frog heads that open and close their mouths. When their mouths are open, swim into them and touch the pearl on their tongues. When you get all five pearls, leave. Go back to the tunnel with the Kosha and look for the Tiny switch. Hit it and a door in the sunken house will open. Swim to the house, and then go inside the new entrance. Go in the crack in the wall and then swim left. Avoid the Sword Shuris and go in the Bonus Barrel. You will play Kremling Kosh (see Mini-Games). When you win the mini-game, you gain a Banana (1,1,1,2,1). Then leave the house. Switch to Lanky and go back to the tunnel with the Kosha. Look for the Lanky switch and hit it. Another door in the sunken house will open. Swim to the house and go in the new entrance. Once inside, swim straight ahead and then touch the Engaurde crate. Use the Charge Attack to break open the chests and go in the entrance created by destroying one. You'll find a Banana, but you can't get it! Stop being Engaurde and go back to Lanky, then get the Banana (1,1,2,2,1). After that, leave the house. Switch to Chunky and go to the area with Cranky's Lab. Under Cranky's, you'll see a gate door. Hit it with the Primate Pucnh and it will fall. Now go on the Battle Arena pad and go to the Battle Arena. You'll fight four Kritters at once. Survive to win another Crown (4)! Now go to the nearest Tag Barrel and switch to Donkey Kong. Go down the final unexplored passageway and defeat the Kritter. Hit the Coconut switches and the gate will raise, giving you access to the Lighthouse. Dive into the water and switch to Diddy. Then surface and swim around until you find the red-haired Kasplat. Defeat it and get the blueprints. Then switch to Chunky and hit the green arrow on the pillar. This makes the water level rise. Surface and find Snide's HQ. Give Snide Chunky's (1,1,2,2,2), Diddy's (1,2,2,2,2) and Tiny's (1,2,2,3,2) blueprints. Switch to Donkey Kong and go to the lighthouse. Find the Donkey pad and then use the Baboon Blast. You'll go to a series of a Rocket Barrels. Blast your way through them and at the end, blast through the DK star. This frees Clappers. Look on the platform for the Donkey switch. Hit it and the gate will open. Climb up the ladder and go inside. Once inside, climb up the ladder and jump up the platforms on the pillar. When you reach the top, pull the lever. The lighthouse will shine, opening the big doors and allowing a ship to sail in. A Banana will appear at the entrance. Get it (2,2,2,3,2). Switch to Diddy and go back to the Lighthouse. Jump in the Diddy Barrel and then fly to the ship. Land and hit the Diddy switch. The ship will fire a Banana on top of the lighthouse. Go back to the Diddy Barrel, then fly to the top of the lighthouse. Get the Banana (2,3,2,3,2). Then, step on the music pad and play the Guitar Gazump. This will open up a grate in the area you were in before and a submarine comes out. Go to the "5" bananaport pad and then dive down. Find the submarine and swim in its mouth when it is open. Once inside, defeat the Zinger then jump on one of the planks. Pull out your Peanut Popguns and look forward. You'll see a fan and three lights. Everytime the fan stops spinning, one or two of the lights will be blocked. Hit the unblocked lights. Once a light is hit three times, it is destroyed. Destroy all three lights to receive a Banana (2,4,2,3,2). Swim to the top of the ship and switch to Tiny. Then go to the cactus. Dive down and you should see a structure of some kind with a Tiny Barrel over it. Swim into the barrel and then go through the small opening. Swim past the Puffers and go in the Bonus Barrel to play Big Bug Bash (see Mini-Games)! Once you win, you receive a Banana (2,4,2,4,2). Go back to the top of the ship and switch to Diddy. Swim into the tunnel nearby. Surface and go to the stacks of gold coins. On the lowest one, you will see a Diddy pad. Jump on it and use the Simian Spring to go upward. Jump up the stacks of coins until you reach another Diddy pad. Use the Simian Spring to reach a high stack of coins and then jump in the Bonus Barrel above you. You'll play Stealthy Snoop (see Mini-Games). Once you complete it, you'll get another Banana (2,5,2,4,2) and the "4" bananaport pad will appear. Use it, switch to Donkey Kong and then talk to Clappers. He'll give you a Banana (3,5,2,4,2) and then challenge you to a race. Enter the door near you to accept. In order to beat Clappers, you must beat him after two laps and you must collect 10 coins. The course itself is a slalom course. You must go in between the green and red balls. You may only miss five times. Get coins whenever you can. But most importantly, never ever hit the boxes. If you do, they explode. The explosion takes away some of your coins and slows you down a lot. Beat Clappers and get 10 coins to receive a Banana (4,5,2,4,2). Now go back to the "4" bananaport pad and use it. Drop down and defeat the Kasplat, then get the blueprints. Dive into the water and switch to Lanky. Go to the other stack of coins and you will see a Lanky pad. Jump on it and then use the Baboon Balloon. Go up the stacks of coins, using the Baboon Balloon where needed. At the top, jump in the Bonus Barrel to play Searchlight Seek (see Mini-Games). After winning, you get a Banana (4,5,3,4,2). Now go to Snide's and give him Donkey Kong's blueprints (5,5,3,4,2). Now switch to Diddy and hit the red arrow on the pillar below the lighthouse. This lowers the water level. Switch to Chunky and find the Triangle music pad. Play the Triangle Trample and a gate on the sunken ship will open. Quickly swim to the pillar beneath the lighthouse and hit the green switch to raise the water level. Use the "5" bananaport pad and then swim to the ship and enter. You'll find a Bonus Barrel in one corner of the room. Enter it to play Batty Barrel Bandit (see Mini- Games). After winning, you get a Banana (5,5,3,4,3). Now, go back to the lighthouse. Switch to Tiny and swim to the bottom of the lake. You will see some shells and a Tiny Barrel in front of them. Go in the Tiny Barrel and then go in the shell. You'll find a mermaid who rejoices over your returning her pearls. She will then give you a Banana (5,5,3,5,3). Switch to Lanky and go in the Engaurde crate. Then come back in front of the shells and hit the chest with the Charge Attack. It will reveal a Banana (5,5,4,5,3). Remember that gate you opened with the Pineapple Launcher really early in the level? Go back there and then jump onto the platform. Defeat the Kasplat and get the blueprints. Give them to Snide (5,5,5,5,3) and then switch to Chunky. Go back to where you defeated the last Kasplat and you'll find a cannonball. Pick it up and put it in the cannon. You'll be given 6 shots and 30 seconds to hit 3 targets. Achieve this and gain a Banana (5,5,5,5,4). Now go back to the lighthouse. Jump onto the ship as it passes by and you'll see a little compartment that you can smash through with the Simian Slam. Do so and go inside. Go past the cannons and then go to the chain-link fence. Hit the fence with the Primate Punch to make it fall down. Then hit the barrels with the Primate Punch. You must hit Chunky's face and the barrels will explode. Once all 5 barrels explode, you get a Banana (5,5,5,5,5). From there, leave the ship. Now get enough bananas for each of the Kongs to have Banana Medals, then go to Troff n' Scoff's Room. Feed them 250 bananas, then switch to Lanky. Go in the boss door to face Puftoss (see Bosses). After defeating Puftoss, exit the level and switch to Chunky. Defeat the Kasplat and get the blueprints. Swim out of the level. -------- DK Isle: -------- Go up and then jump on the platform to your left and then jump on the ramp. Run up the ramp until you reach the vines. Swing across the vines and then go in the entrance on the other platform. You'll see Snide's HQ. Go in and give him Chunky's blueprint (2,0,1,1,2). Leave and then pick up the boulder on top of the Battle Arena pad. Throw the boulder and then go to the Battle Arena. In the Battle Arena, you have to defeat Kasplats, Kritters and Skeletons. Just run around hitting whatever Kremling with the spinning clothesline, but make sure you don't fall off the edge. If you survive, you get a Crown (5)! Switch to Diddy and jump on the Diddy pad. Use the Simian Spring and blast your way into the Bonus Barrel. It lets you play Batty Barrel Bandit (see Mini-Games). Once you beat Batty Barrel Bandit, you get a Banana (2,1,1,1,2). Switch to Donkey Kong and exit. Look down and you should see a ledge. Jump to it and then hit the Coconut switch to make a gate rise. This will reveal a Banana (3,1,1,1,2). Go to the area in front of Kong Isle. Switch to Tiny and go to the Banana Fairy island. Find the Feather switch and hit it to get a Banana (3,1,1,2,2). Go back to Kong's Isle and switch to Lanky. Go to K. Lumsy's island and then around to the back of the building. You'll find a Grape switch. Hit it to receive a Banana (3,1,2,2,2). Then go back around and enter the building. Put the Level 4 key in the slot and K. Lumsy will dance around, which reveals a cannon. Go to the cannon and blast off. You'll land on a high hill. Go in the shack. Go to B. Locker and he'll let you pass if you have 50 Bananas. Switch to Tiny Kong and enter the DK Door to go to Fungi Forest. --------------------- Level 5: Fungi Forest --------------------- From the start, go left and you'll see two Feather switches to your left. Hit them and then backtrack and you'll find a mushroom. Jump on the mushroom to reach the Tag Barrel. Switch to Chunky and go through the newly opened door. Keep going down the passageway until you find Pineapple switches. Hit them and go through the doors. You'll hear an apple tell you of his plight. Go past the tomatoes and go to Funky's. Go inside and buy the Homing Ammo upgrade. Then leave and jump in the Chunky Barrel. Go to the tomatoes and hit each of them with the Simian Slam. The apple will then tell you that he wants to be somewhere else (ingrate). Pick him up and go back through the tunnel, making sure not to be hit by the Zinger. Once you leave the tunnel, go left and eventually you'll see a dirt spot with an apple icon on it. Drop the apple on the icon and he'll give you a Banana (0,0,0,0,1). Switch to Donkey Kong and then go through the passageway with the purple frame. Once you emerge on the other side of the passageway, go right and then forward until you reach Cranky's. Buy the Super Simian Slam (Big buttus bashium). Now go to the big mushroom in the center and enter it. Switch to Tiny and find the Tiny switch. Hit it and a Bonus Barrel will appear. Go to the ladder and climb it. Then go left and climb up the next ladder. Go left again and jump across the ledges to reach the Barrel. You will play Speedy Swing Sortie [2] (see Mini-Games). After beating Speedy Swing Sortie, you'll get a Banana (0,0,0,1,1). Now jump back across the ledges, but don't go down the ladder yet. Jump to the ledge on the other side and exit the building. Then find the Kasplat and defeat him to get the blueprints. Find a ladder and climb up it. You should see a Donkey pad and a Tag Barrel. Switch to Donkey and use the Baboon Blast on the pad. After going through all the Rocket Barrels, you'll blast yourself into a Bonus Barrel which takes you to Peril Path Panic [2]! Beat Peril Path Panic to win a Banana (1,0,0,1,1). Switch to Diddy and climb up the next ladder. Find the Kasplat and defeat him. Collect the blueprints and leave. Go to the bottom of the mushroom. Look around and you'll see the head of a mushroom with five switches on it. Hit all of the switches and Barrel Cannons will be created at key points in the mushroom. Switch to Donkey Kong and find the Donkey switch. Hit it and a Banana will appear at the top of the mushroom. Use the Cannons to reach it (2,0,0,1,1). Now go out the exit. Find the Tag Barrel and switch to Chunky. Now find the Chunky switch and hit it. A door in front of you will open. Enter it. Once inside, defeat the Zinger and hit the Chunky switch. The picture of Chunky will then become jumbled. Using the Pineapple Launcher, hit the squares to change the picture they show. Reconstruct Chunky's portrait to receive a Banana (2,0,0,1,2). Now exit. Switch to Diddy and drop down to the ground. Find the mushroom under the Diddy Barrel and jump on it. Fly to the top of the mushroom to find a Bonus Barrel. Go in the Bonus Barrel to play Teetering Turtle Trouble (see Mini-Games). Beat Teetering Turtle Trouble to gain a Banana (2,1,0,1,2). Drop down and switch to Lanky. Then use the Orangstand to climb to the top of the mushroom. Hit the Lanky switch and two doors will open. Quickly enter one of them. In one of the rooms, there are five mushrooms and a diagram. The diagram tells you the order to hit the mushrooms in (yellow, red, purple, green and blue). Do this to reveal a Bonus Barrel. The Bonus Barrel lets you play Krazy Kong Klamour (see Mini-Games). Defeat Krazy Kong Klamour to get a Banana (2,1,1,1,2). In the other room, there are two Zingers, two mushrooms and a Banana. Defeat the Zingers then jump on one of the mushrooms. Get the Banana as you come down (2,1,2,1,2). Once you leave one of the rooms, hit the Lanky switch again and go to the other room. Drop to the ground again and go back through the pink-framed tunnel. Find the well and switch to Chunky. Hit the gate in the well with the Super Simian Slam and you'll fall down it. In there, you will have a minecart race where you need to collect 50 coins. When the Krushas come, jump over their clubs when they attack. Always hit green bells, but don't hit the red bell. Once you go through the track with 50 coins, you'll get a Banana (2,1,2,1,3)! You'll emerge next to another well. Snide's HQ is close by. Find it and give him Tiny's (2,1,2,2,3) and Diddy's (2,2,2,2,3) blueprints. Then leave through the blue-framed tunnel. Find the Barrel Cannon and use it to reach the giant clock. Find the switch with the moon on it and hit it with your weapon. Now it will become night. Go through the blue-framed tunnel and then go the right. You'll find a shack with a Skeleton in front of it. Defeat the Skeleton then go to the left side of the shack. There is a stack of crates there. Jump up the crates and then use the Simian Spring on the Diddy pad at the top. Go in the entrance. Once inside, you will see a music pad. Play the Guitar Gazump and Squawks will come down holding a flashlight. Now go through the planks until you reach the Banana (2,3,2,2,3). When you get the Banana, a fairy will appear! Take its picture (10). Now go to the building in the center and run around it until you find a chain going up. Climb up it, then jump to the roof. At the very top, you'll see a Diddy switch. Hit it to make the windows open. Go through the new opening. Once inside, hit the "ON" switch with a peanut and then hit the green arrow on the machine with the Chimpy Charge. This will raise a cage containing a Banana and reveal a music pad. Leave the room and then go to the music pad. Play the Guitar Gazump on it and the cage around the Banana will explode, allowing you to get it (2,4,2,2,3). Switch to Lanky and run around the building in the center until you find the Lanky pad. Use the Baboon Balloon to float up to the roof. You should see an opening in the roof. Enter it. Once inside, you'll find yourself in a room with bananas, homing ammo and a Lanky switch. Hit the switch and a vent will open. Bats will fly out of the vent. With the homing ammo, you should have no problem defeating them. Once all the Bats are gone, you get a Banana (2,4,3,2,3)! Now leave the room. Go to where the Guitar music pad is and switch to Donkey Kong. Now go to the house below. Go to the left and jump in the Donkey Barrel. Now run around the house until you find a patch of roses with a Donkey switch in front. Hit the switch to open the front door of the house. Go in it. Once inside, go through the first opening on the right and then make another right to find a "?" box. Hit it with the Super Simian Slam to reveal a Donkey switch. Hit that to bring down a chain of vines that lead to a Bonus Barrel. Reach the Bonus Barrel to play Minecart Mayhem [2] (see Mini-Games)! Once you win, you get a Banana (3,4,3,2,3)! Now climb upstairs and eventually you'll see another "?" block. Hit with the Super Simian Slam to reveal a fairy! Take its picture (11). Now leave the building. Go around the vines and you'll see a Kasplat with yellow hair. Defeat him to get the blueprints. Go back to the giant clock and hit the sun switch. This turns it back to day. Now go to Snide's HQ and give him Donkey Kong's blueprints (4,4,3,2,3). Switch to Chunky and go to the center building. Find the cracked door and hit it with the Primate Punch to open it. Go inside. Once inside, go right to find a "?" block. Hit it with the Primate Punch to break it open and reveal a Triangle music pad. Play the Triangle Trample to operate the watermill. Now exit and go to the "1" bananaport pad. Enter the opening near it. Switch to Donkey Kong and find the "?" block. Hit it to reveal a Donkey switch. Hit that to open a pair of gates. Go inside those gates, then pull the lever with two dots, then the lever with one dot twice, then the lever with three dots and finally the lever with two dots. This brings the Banana out of the watermill and onto the ground. Unfortunately, it is covered by a cage. Now switch to Chunky and leave. Go to the cracked door and open it with the Primate Punch. Go inside and then find the "?" box. Hit it to reveal a tiny hole. Go to the giant clock and make it night. Then switch to Donkey Kong and go back to the watermill. Find the Banana you moved out of the watermill earlier and get it (5,4,3,2,3). Switch to Tiny and go back to the rear of the watermill. Find the Tiny Barrel and jump in it. Then go in the hole into the watermill. From there, find the doorway with the moon sign over it and enter it. You'll enter a room with a spider web in the center of it. Step on the spider web and a giant spider will come down. Little spiders will come down with it. Defeat the little spiders first and the giant spider's eye will open. Hit that to hurt him. Continue this pattern until he shrinks down. Once he shrinks, hit him once to end the battle. You get a Banana (5,4,3,3,3) for winning. Go to the giant clock and make it day. Now go through the pink-framed tunnel and then go left. You should see another tunnel, but there's a gate there. If you look above it, you'll see a Grape switch. Switch to Lanky, then hit it and the gate will open. Go through the tunnel and go straight. You'll eventually find a Kasplat. Defeat it and collect the blueprints. From there, switch to Diddy and find the Guitar music pad. Play the Guitar Gazump while on it. Then switch to Tiny and run to the mountain. Run to the back of it and jump in the Tiny Barrel. Then find the Saxophone music pad and play the Saxophone Slam on it. Squawks will pick you up and take you to the top of the mountain. Jump in the hole. Defeat all the Purple Klaptraps to make a Banana appear. Get it (5,4,3,4,3). Then touch the bean. Find the cannon and use it. Go to Snide's and give him Lanky's blueprints (5,4,4,4,3). Go back to Funky's then go to the clearing with the fence and two Klumps next to it. Go to the center of it and the seed will be planted. A giant beanstalk will rise and a Banana will appear at the top of it. Find the Tiny Barrel and jump in it. Then go to the new Saxophone music pad next to the beanstalk and play the Saxophone Slam. Squawks will take you to the top of the beanstalk and you'll hit the Banana (5,4,4,5,3). Go to the giant clock and make it night. Now go through the pink-framed tunnel. Once on the other side, find the "5" bananaport and use it. You're now on the top of the mushroom. Run around until you find a ladder going down. Climb down it to find a Battle Arena pad. Use it to go to the Battle Arena. In the Battle Arena, you'll face off against two Kasplats and a Kritter. You can either use running attacks or combos to defeat the Kremlings. Running attacks are usually safer, but combos take more time off the clock. Survive for 60 seconds to get a Crown (6)! Now go to the giant tree (the place where you got the bean) and switch to Diddy. Find the Guitar music pad and play the Guitar Gazump. An owl will come out of the tree. Now find the Diddy Barrel and jump in it. Fly to the owl and he will challenge you to fly through his rings around the tree. Do so to make a Bonus Barrel appear above the tree. Fly to the Bonus Barrel and go in it to play Busy Barrel Barrage (see Mini-Games). Win and get a Banana (5,5,4,5,3). Go to the giant clock and make it night. Go through the pink-framed tunnel and then enter the giant mushroom on the other side. Switch to Chunky and climb up the ladders until you reach the first exit. From there, find the ladders and then go up them. Enter the next entrance. Now run up the grass ramp and climb up the ladders until you see a little detour to the right. If you look in that direction, you'll see a series of vines leading to a door. Enter the door to find a Kasplat. Defeat it and collect its blueprint. Now go the giant clock and make it day. Go to Snide's and give him the blueprint (5,5,4,5,4). Now collect enough bananas to get Banana Medals for all 5 Kongs, then go to Troff n' Scoff's. Feed them 300 bananas to open the Boss Door. Switch to Chunky and then enter the door to face Dogadon...again! After defeating Dogadon, exit the level. -------- DK Isle: -------- Switch to Tiny. Look for a Feather switch in a corner of the cabin. Hit it to reveal a fairy! Take its picture (12). Now exit the lobby. Go the lobby of Frantic Factory and switch to Chunky. Find a "?" box in the corner and hit it with the Primate Punch to reveal a Kasplat and a fairy. Take the fairy's picture (13) and then switch to Tiny. Defeat the Kasplat and get the blueprints. Go to Snide's and give them to him (3,1,2,3,2). Go to the lobby of Gloomy Galleon and switch to Chunky. Find the Chunky switch and hit it. Now switch to Tiny and find the Tiny Barrel. Jump in it and then swim through the opening made by Chunky. When you reach the other side, jump on the land and get the Banana (3,1,2,4,2). Now go to K. Lumsy's and put the Level 5 key in the slot. He'll open up the entrance to Level 6 and will reveal a Barrel Cannon that takes you to Level 7. Go to the lobby of Level 2 and switch to Chunky. Then leave and look for some boulders. You should find two. Throw them both off of the music pads they guard. One is on top of a Triangle music pad. Play the Triangle Trample to get a Banana (3,1,2,4,3). Now use the "2" bananaport to go to the entrance of Kong's Isle. Switch to Lanky and then go back using the "2" bananaport. Stand on the other music pad and play the Trombone Tremor. This will create a Diddy Barrel near the entrance to Fungi Forest. Switch to Diddy and jump in the Barrel. Fly to the top of Kong's Isle. You should see a river running through the middle of the peak of the mountain. Drop down and you'll find a Peanut switch. Hit it and the gate will lower, allowing you to get a Banana (3,2,2,4,3). Go back to the Diddy barrel and then fly around the Donkey Kong head on Kong's Isle and go in the opening where the ear should be. Inside, you'll find a lobby full of ice. Go to the Tag Barrel and switch to Chunky. Go to the ice wall and you'll see a transparent sheet of ice. Hit it with the Primate Punch to break it open. Now switch to Lanky and go through the new tunnel. Defeat the Kasplat and get the blueprints. Switch to Chunky and go to the other side of the lobby. You'll find a transparent sheet of ice with lava behind it. Hit it with the Primate Punch, then switch to Donkey Kong. Go to the first new tunnel and jump in the Donkey Barrel. Then run to the second new tunnel, then run across the lava and get the Banana (4,2,2,4,3). Switch to Diddy and go up the ramp closest to the lava. When you reach the top of that first ramp, look around and you should see a Diddy Barrel. Jump in it and then fly to the top of the lobby. You'll see a Guitar music pad. Play the Guitar Gazump to reveal a Banana (4,3,2,4,3). Go up the ramps until you reach B. Locker. If you have 65 Bananas, he'll let you pass. Enter the DK Door to go to Crystal Caves. ---------------------- Level 6: Crystal Caves ---------------------- From the start, go straight and then make a right. When you reach the Tag Barrel, switch to Chunky and go past the "1" bananaport pad. Keep running until you see a transparent sheet of ice on your right. Hit it with the Primate Punch to reveal a passageway to Snide's HQ. Give him Lanky's blueprint that you found in the lobby (4,3,3,4,3) (Note: That total is for Kong's Isle). From there, leave the tunnel and go right. Continue until you reach an inclined plane that you can't go up. Look across the river and you should see a Gnawty. Jump over the river and onto the other side. Defeat the Gnawty and go right. You should jump up some steps and then cross a couple ramps. Once you reach the end of this trail, you'll be at Cranky's. Buy the Gorilla Gone (Wheresim gonum). Switch to Tiny and buy the Monkeyport (Warpum craftious). Switch to Lanky and buy the Orangsprint (Palmus dashium). Switch to Donkey Kong and backtrack to the Donkey pad. Use the Baboon Blast to go to another round of Rocket Barrel firing. Once you reach the end, fire yourself through the Bonus Barrel to play Busy Barrel Barrage (see Mini-Games)! Beat Busy Barrel Barrage to win a Banana (1,0,0,0,0). Go to Cranky's and switch to Diddy. Long jump to the Diddy Barrel and then drop down a bit. You should see an igloo. Fly above the igloo and go through the DK star to create music pads around the entrances to the igloo. Now go to the nearby Tag Barrel and switch to Chunky. Jump to the top of the igloo, defeat the Kasplat and get the blueprints. Now drop down and find the Triangle music pad. Play the Triangle Trample and the door will open. Go in the igloo. Once inside you'll find a rabbit tied to a TNT barrel with fireballs coming at him. Defeat the fireballs for the required amount of time to get a Banana (1,0,0,0,1). Switch to Donkey Kong and find the Bongo music pad. Play the Bongo Blast and the door will open. Enter it. Inside you'll find a room with a giant ice maze and three Koshas. Defeat the Koshas if necessary and enter the maze. The maze will revolve with you and you die if you hit it three times. Navigate your way through the maze to get a Banana (2,0,0,0,1). Switch to Diddy and find the Guitar music pad. Play the Guitar Gazump and the door will open. Enter it. Once inside, you'll find yourself in a room with 6 barrels. If you pick up one of the barrels, you'll find that it has a number under it. You must pick up all 6 barrels in ascending numerical order to get a Banana (2,1,0,0,1). Switch to Tiny and find the Saxophone music pad. Play the Saxophone Slam and the door will open. Once inside, you'll find yourself in a room with a Kosha and a target. Defeat the Kosha, then hit the target with the Super Simian Slam. Now the target will begin to move. Within 30 seconds, hit the target with the Super Simian Slam three more times to get a Banana (2,1,0,1,1). Now a fairy appears! Take its picture (14). Switch to Lanky and find the Trombone music pad. Play the Trombone Tremor and the door will open. Enter it. Once inside, defeat the Gnawtys and then the Kritters that come up from the ground. A Lanky pad will appear on the plant thingie. Use it and fly up to the next platform. Now either jump or backflip up and across the platforms to reach the Banana (2,1,1,1,1). Switch to Tiny and swim out of the igloo area. Shortly after leaving it, you should see a ledge on your right. Jump up onto it and you'll find a Kosha, a Tiny Barrel and an ice wall. Jump in the Tiny Barrel and go in the tunnel in the wall. On the other side, return to normal size and jump in the Bonus Barrel to play Krazy Kong Klamour (see Mini-Games). Win to get a Banana (2,1,1,2,1) and reveal the "3" bananaport pad. Exit the tunnel and jump in the river. Swim until you are able to make a right turn. Make the turn and swim to the wall. Then jump out of the water and grab onto the ledge. Jump up the leftmost crates in order to go to Funky's. Go inside and buy the second ammo belt that allows you to hold 200 shots. From there, exit and then use the Pony Tail Whirl to reach the nearby Tiny Barrel. Use the Pony Tail Whirl to get back on the main ledge and then enter the tunnel. On the other side, return to your normal size and defeat the Kasplat. Step on the Tiny pad and use the Monkeyport to bring yourself right next to a Banana. Get it (2,1,1,3,1). Now go back to Funky's and drop down. Go up the second set of crates to reach a Tag Barrel. Switch to Diddy and go back to where the Tiny Barrel is. You should see a Diddy Barrel nearby. Jump in it and fly to the Bonus Barrel on the waterfall. You will play Mad Maze Maul [2]. Once you win, you'll get a Banana (2,2,1,3,1). Now look in the distance and you'll see a blue-haired Kasplat. Fly to it and hit the bananaport pad. Now go to the Tag Barrel and switch to Lanky. Go to the nearby castle and hit the Lanky switch in front of the door. The door will open. Enter it. Inside you'll find a block of ice that wants to play a game with you. In the game, you are to hit the squares with the Super Simian Slam so that the "DK" symbol comes up. If 9 or more DK symbols are showing when time ends, you win a Banana (2,2,2,3,1). Exit the castle and then go to the side of it. You'll find another Lanky switch. Hit it then go to the back of the castle. You'll find a Lanky pad. Use the Baboon Balloon to go to the roof of the castle and use the Baboon Balloon from the Lanky pad you'll find on the roof to reach the ceiling. Drop down and you'll race a beetle! From the start, jump in the Lanky Barrel. This will allow you to run faster than the beetle. When you begin sliding down, you'll eventually come to a part where you are going downhill and you can see lava in front of you. When you start going down the hill, accelerate so you can clear the long, long distance between the ramp and the next part of the track. After going back on foot for a bit, you'll be in another sliding section. Accelerate down the hill and then jump onto either of the platforms nearby and then jump to the tunnel. Navigate your way through the rest of the course and if you win and collect 50 coins, you will get a Banana (2,2,3,3,1). Switch to Donkey Kong and then run around the castle. Run up the next walkway until you reach a boulder. Look right and you will see a yellow- haired Kasplat. Go to it, kill it and get the blueprints. Now go back to the Tag Barrel and switch to Chunky. Run to the boulder and pick it up. Follow the green bananas until you reach a boulder switch. Drop the boulder on the switch to make the ice around a boulder somewhere else explode. Go to Cranky's, but stop before you cross the planks. You should be next to an ice wall. Find the transparent section and hit it with the Primate Punch. Enter the new tunnel and you'll find the newly freed boulder. Jump in the Chunky Barrel and then pick up the boulder. Drop it on the revolving boulder switch to make the ice around a Banana explode. Go to Chunky's and switch to Diddy. Jump to the Diddy Barrel, then fly around until you see a "4" bananaport pad. Land on it, then use it. Defeat the nearby Kasplat and get the blueprints. Now use the bananaport pad again. Drop into the river and swim to the area with the igloo. Switch to Chunky and look for the island that has a Banana on it. When you find the island, get the Banana (2,2,3,3,2). Now find the "1" bananaport pad and use it. From there, go to where the very beginning of the level is. You should pass a Kritter and an ice wall. Look at the ice wall and you'll see a transparent section. Knock it down with the Primate Punch and go through the new tunnel. Enter the tunnel. You'll find a Chunky pad. Stand on it and then use the Gorilla Gone. A Banana will appear! Get it (2,2,3,3,3). Go back to where the "1" and "2" bananaports are and dive into the water. Swim left and eventually you'll reach a waterfall. Go through it and you'll find yourself near Candy's. Go in and buy a third melon and the ability to hold 5 more musical shots. From Candy's, go toward the large cabin. Jump up the logs on the left side of the cabin and switch to Donkey Kong. Find the Bongo music pad and play the Bongo Blast. A door will open. Enter it. Once inside, arm yourself with the Homing Ammo and fire at the Zingers. Once they are all defeated, you get a Banana (3,2,3,3,3). Switch to Diddy Kong. Find the Guitar music pad on the second floor and play the Guitar Gazump. A door will open. Enter it. Inside, you'll find yourself in a room with 2 Kritters, 2 Klumps and 4 Klobbers. Run around to the Diddy Barrel and jump in it. Fly up and defeat the two Kritters. Now land on a ledge and defeat the 4 Klobbers with oranges. Now drop down and jump into the Diddy Barrel again and fly to the central platform. Defeat the two Klumps with oranges to win a Banana (3,3,3,3,3). Now find the Guitar music pad on the third floor of the cabin. Play the Guitar Gazump and the door will open. Enter it. Inside, you'll find two Koshas. Defeat them and a Diddy pad will appear. Use the Simian Spring to jump to the Diddy Barrel. Fly high in then go right above the candles so that they light. When all the candles are lit, a Banana will come from the compartment in the ground. Land and get it (3,4,3,3,3). A fairy will now appear. Take its picture (15). Switch to Lanky Kong. Go to the third floor of the cabin and find the "5" bananaport. Use it and you'll find yourself next to a Kasplat. Defeat it and get the blueprints. Now use the "5" bananaport again. Switch to Tiny and find the Saxophone music pad. Play the Saxophone Slam and the door will open. Enter it. Inside you'll find a few Purple Klaptraps. Defeat them all to reveal a Banana (3,4,3,4,3). Switch to Chunky and find the Triangle music pad. Play the Triangle Trample and the door will open. Enter it. Inside, you'll find a room with several searchlights. If you are spotted in one of the lights, a voice tells you to "Get out". You have 1 second to leave or you are shot dead. Look in the room for three upraised targets. Hit them all with the Super Simian Slam to reveal a Chunky pad. Step on the Chunky pad and use the Gorilla Gone to go under the Bonus Barrel. Jump into the Barrel to play Searchlight Seek (see Mini-Games). After beating Searchlight Seek, get the Banana (3,4,3,4,4). Go back to Candy's and go straight across it. You'll find a few stones. Jump up them and then enter the Tag Barrel at the top. Switch to Lanky. Go to the first house you find and run around it. You'll see a Lanky pad. Use the Baboon Balloon to go the roof of the house, where you'll find a Trombone music pad. Play the Trombone Tremor to open the door of the house. Enter it. Inside, you'll find yourself in a room with two Koshas. Defeat them both and then step on the Lanky pad. Use the Baboon Balloon to reach the Lanky Barrel. Use the Orangsprint to hit the switch in the corner of the room. You'll see a cutscene of a Banana rising. You have 3 seconds to reach it. Do this to gain another Banana (3,4,4,4,4)! Leave the house and switch to Donkey Kong. Go to the second house you come to. There is a Bongo music pad in front of the door. Play the Bongo Blast to open the door. Enter and you'll find yourself in a room filled with switches. Hit the gray one on the left to rotate the wall counterclockwise. Look around for a bit and you'll find the Battle Arena Pad. Use to go to the Arena. In the Battle Arena, you will face two Kasplats and a Kritter at one time. If possible, use the Drop Kick to hit one of the Kremlings, then immediately change directions after you hit them to hit another Kremling. Survive to win another Crown (7)! Hit one of the squares to begin a matching game. Your goal is to match all of the combinations. The matches are based on color, so it's not too hard. Just remember where everything is. Complete all 6 matches to get a Banana (4,4,4,4,4). Switch to Tiny and go past both houses. Eventually you'll see a Kasplat. Defeat it and take its blueprint. Now go to Snide's and give him Donkey's (5,4,4,4,4), Diddy's (5,5,4,4,4), Lanky's (5,5,5,4,4), Tiny's (5,5,5,5,4) and Chunky's (5,5,5,5,5) blueprints. Now get enough bananas to get Banana Medals for all the Kongs, then go to Scoff n' Troff's Room. Feed them 350 bananas to open the boss door. Switch to Donkey Kong and then enter to face Army Dillo...again! After defeating Army Dillo, exit the level. -------- DK Isle: -------- Go to the lobby of Fungi Forest. Switch to Diddy and look up. You should see a mushroom moving around above you. Hit it with the Peanut Popgun and it will turn yellow. Repeat this process with Donkey Kong, then Lanky, Chunky and Tiny. When the Kongs have hit the mushroom in that order, a door will raise, revealing a Chunky pad. Switch to Chunky and go to the pad. Use the Gorilla Gone and then walk back out into the main part of the lobby. Look around and you'll find that a Battle Arena Pad has appeared. Use it to go to the Arena. In this Battle Arena, you are facing a Skeleton, a Kritter and a Kasplat. Defeat all of them as quickly as possible, or at least have them incapacitated. Survive for 60 seconds to win a Crown (8)! Now enter Fungi Forest. --------------------------------- Level 5: Fungi Forest (revisited) --------------------------------- Make sure it's day and switch to Lanky. Now go to the giant tree (where the owl came out of). Look around and you'll see a mashed tomato turned into a house. Go to it and you'll find a sleeping rabbit with a Trombone music pad nearby. Step on the pad and play the Trombone Tremor to wake the rabbit up. He will then challenge you to a race. Win the race to win...three banana coins (I hate rabbits). Go back to the checkered line and play the Trombone Tremor again to wake the rabbit up again. He will then challenge you to another race, but this time, he's racing for real. Win the race starts, jump in the Lanky Barrel and race him along the track. Win to get a Banana (5,5,5,5,4). Now switch to Chunky and go to the watermill. Find the cracked door on the side of the mill and hit it with the Primate Punch. Go inside. Once inside, find the Triangle music pad and play the Triangle Trample. Now the waterwheel will begin to turn. Pick up the oil drum in front of you and exit. While holding the oil drum, walk around to the front entrance and enter the watermill. Place the oil drum on the conveyor belt and it will explode when it hits the gear. Place the other two oil drums in the room on the conveyor belt. After all three oil drums explode, a Banana will appear (5,5,5,5,5). Exit the level. -------- DK Isle: -------- Now go down to the area with the five bananaport pads. Swim to K. Rool's ship and then jump on the platform. Run around the lowest level of the ship until you find a Tiny pad. Use the Monkeyport to bring yourself to a place with a fairy. Take its picture (16). You'll see a Saxophone music pad nearby. Step on it and play the Saxophone Slam. This act gives you a Banana (4,3,3,5,3) and creates a Chunky Barrel on an island. Go back to the five bananaport pads and switch to Chunky. Use the "5" bananaport. Find the island where you caught the first fairy and swim to it. You'll find a Chunky Barrel there! Jump in it and go to the island with the white X on it. Hit the X with the Super Simian Slam to make the island sink. A boulder on another island will explode, revealing a Banana (4,3,3,5,4). Switch to Lanky and go to K. Lumsy's. Put the Level 6 Key in the lock and watch K. Lumsy dance around. Then find the Lanky Barrel. Jump in it and then look for and find the switch. Hit it and then run back to where the Lanky Barrel was. Get the Banana (4,3,4,5,4). Now leave. Swim to the cannon near you and blast yourself to Creepy Castle. In the lobby of Creepy Castle, switch to Chunky and find the boulder. Pick it up and throw it. Then switch to Lanky and step on the newly revealed Lanky pad. Use the Baboon Balloon to fly over the structure in the middle and go in the Bonus Barrel to play Searchlight Seek (see Mini-Games). Beat Searchlight Seek to win another Banana (4,3,5,5,4). Drop down and switch to Donkey Kong. Run around the structure in the middle until you find a section with a Kasplat being blocked by a gate with a Coconut switch. Hit the switch and then switch to Diddy. Run back to where the Kasplat is and defeat it. Now get the blueprints. Go to where B. Locker is and if you have 80 Bananas, he will let you pass. Enter the DK Door to go to Creepy Castle. ---------------------- Level 7: Creepy Castle ---------------------- From the start, run across the bridge. On the other side, you'll find some stairs. Go to the Donkey pad, but run past it. Run down the path until you reach a second set of stairs and then look around for a ladder leading down. You'll see a door surrounded by graves. Enter it. Once inside, go straight and follow the path to Funky's. Buy Sniper capabilities. Now go to the Tag Barrel and switch to Diddy. Defeat the Kasplat and get the blueprints. Switch to Lanky and then go up the hill where you should see an upright door. Find the Grape switch and hit it. The door will open. Enter it. Once inside, hit the Grape switch to open a gate. Jump in the Lanky Barrel and go left. Follow the path until you go past the gate. You must do this in 13 seconds. When you reach the other side, you'll see a Trombone music pad. Play te Trombone Tremor and vines will come down. Swing across the vines until you reach the Banana (0,0,1,0,0). Exit the building. Switch to Tiny and go back to the area with the giant upright door. Find the Feather switch and hit it. Enter the building. Go down the ramp and then go right. Defeat the Skeleton and then jump over the pit of slime. Soon afterward, you'll find a Tiny switch. Hit it to make hands raise and fall into the slime. Traverse your way through the hands to reach the Banana (0,0,1,1,0). Now exit the building. Switch to Donkey Kong and go toward the giant skull. Find the Coconut switch and hit it to open a door. Enter the skull. Once inside, go left and then right when you reach a fork. You'll find a Coconut switch. Hit it and go through the door. You'll see two diagrams of dots. Pull the corresponding levers to open the door. Go through the door to go through another minecart challenge! In order to get the Banana, you must have 20 coins at the end of the course. The main obstacles are headstones that pop out of nowhere and the Demon. The Demon will do one of three things. It will either smash its hand down on one of the rails, send several lost souls flying at you or swipe its hand across the track. To dodge the first attack, jump onto another track. To dodge the second attack, jump from rail to rail to allow the souls to miss you. To dodge the third attack, jump over his hand. Once you complete the course with 20 coins, you get a Banana (1,0,1,1,0)! Now leave. Switch to Diddy and go to the giant skull. Find the Peanut switch and hit it. Enter the skull. Once inside, go left and then left again when you reach a fork. You'll find a Peanut switch. Hit it to open the door. Inside you'll see a sarcophagus with numbered switches. Hit them with the Chimpy Charge in order to gain a Banana (1,1,1,1,0)! Now leave. Switch to Chunky and go to the giant skull. Find the Pineapple switch and hit it to open a door in the skull. Now enter the skull. Once inside, go right. You'll find a Pineapple switch. Hit it and the wall will come down. Now use the Primate Punch on the coffins. You'll find a Bonus Barrel in one of them. Jump in it to play Searchlight Seek (see Mini-Games). Beat Searchlight Seek to win a Banana (1,1,1,1,1). Switch to Tiny and leave the building. Now go the opposite direction from the ladder. Go down the path until you reach the edge of the grass. You'll see a Kasplat in the distance. Use the Pony Tail Whirl to reach it. Defeat it and take its blueprints. Now go back to the Donkey Pad. Look around and you'll find a ladder. Climb it and you'll see a ladder on your right. Climb up the ladder, hit the 5 bananaport pads and then find the Tag Barrel. Switch to Donkey Kong. Drop down and you should see a Donkey pad. Step on the pad and use the Baboon Blast for more Rocket Barrel blasting. When you blast yourself through the DK star, the gate in the tree will raise itself. Enter the tree. Once inside, defeat the Bats and hit the Coconut switch. A tree stump will roll out of the way of an entrance. Go into the new passageway and you'll find a Kasplat. Defeat it and get the blueprints. After that, you'll see a hole. Jump down it to reach a river. Swim down the river and then jump on the first log you see. You'll see a target being placed and then where the Banana and a fairy are. Take a picture of the fairy (17). Aim at the targets and zoom in so you can hit them. After you hit a target, the water level rises. Eventually, it rises enough so that you can jump to the Banana (2,1,1,1,1). Now jump into the water and swim toward the light at the end of the tunnel. Switch to Chunky and enter the tree. Go to the cracked stump on the left and hit it with the Primate Punch. Walk and eventually you'll see the Pineapple switch. Back up a bit and aim at it. Zoom in and then fire. When it's it, the door will open, revealing a Bonus Barrel. Jump in it to play Beaver Bother (see Mini-Games). Beat Beaver Bother to win a Banana (2,1,1,1,2). Go back to the Donkey pad, but run past it. Follow the yellow bananas until you reach another set of stairs. Jump up them again and then step on the "1" bananaport pad. You should see a door nearby. Enter the hole in it. Go to the Tag Barrel and switch to Tiny. Now make a left turn. Use the Pony Tail Whirl to jump across the gap. Jump in the Bonus Barrel to play Teetering Turtle Trouble (see Mini-Games). Win to obtain a Banana (2,1,1,2,2). Switch to Chunky. Now follow the green bananas. Eventually, you will come to a fork. First go to the passageway that does not have the Kasplat in it. You will find Candy's there. Buy her upgrade in order to hold 25 musical shots. Now go to the passageway with the Kasplat. Defeat it and take its blueprint. Continue and eventually you will find a door. Go through it and you'll be outside with water surrounding you. Swim to the ladder and climb it. You'll be in the area with the 5 bananaports. Switch to Donkey Kong and then run past the "5" bananaport. You'll see a drawbridge. Wait until it is up, then run across it. Follow the path until you reach the "2" bananaport pad. Use it and switch to Tiny. Then use the "2" bananaport again. Follow the purple bananas until you reach Cranky's. Enter and buy the Super Duper Simian Slam (Bigga buttus bashium). Continue up the path until you reach the "4" bananaport pad. Look around and you should see a Tiny Barrel. Jump in it and then jump on the nearby mushroom to reach the roof of the metal structure. Enter it. Inside, get the homing ammo and defeat all of the Flies. A Banana will appear when you do this (2,1,1,3,2). Now leave. Use the "4" bananaport, switch to Lanky and then use the "2" bananaport. Backtrack until you find a blue-haired Kasplat. Defeat it and get the blueprints. Now go back to the "2" bananaport and use it. Switch to Diddy again and use the "2" bananaport again. Jump in the nearby Diddy Barrel and fly all the way to the top of the castle. You'll see a Bonus Barrel. Jump in it to play Big Bug Bash (see Mini-Games). Win to get a Banana (2,2,1,3,2). Drop down and look around you. You should see Snide's HQ. Give Snide Donkey's (3,2,1,3,2), Lanky's (3,2,2,3,2), Tiny's (3,2,2,4,2) and Chunky's (3,2,2,4,3) blueprints. Then give him Diddy's blueprints ((4,4,5,5,4) (Note: This is for DK Isle) and (3,3,2,4,3)). Switch to Lanky and find the Lanky switch. Hit it to open the door. Enter and you'll be in a room with Kremlings. Defeat all the Kremlings to make a Lanky Pad appear. Pull out the Grape Pipe and aim at the three Grape switches on the walls. After they are hit, the grate in the center of the room will open. This creates gusts of air. Use the Baboon Balloon and then steer yourself into the gusts. You'll fly into the Bonus Barrel. When you enter the Bonus Barrel, you'll play Beaver Bother (see Mini-Games). When you win, do the above process again to get the Banana (3,3,3,4,3). Now exit and use the "5" bananaport. Then use the "4" bananaport. Find the Lanky switch and hit it to open a door. Once inside, you'll be in a maze. Go through the maze and get the Banana (3,3,4,4,3). A Battle Arena pad will appear. Go to it and use it to go to the Arena. In the Arena, you must face two Kasplats and a Skeleton at the same time. Run around and hit them with Tornado attacks to knock them down. Above all else, do not get stuck in between two Kremlings. Survive to win the Crown (9)! Use the "4" bananaport and switch to Chunky. Use the "3" bananaport. Go up the path until you find a Chunky switch. Hit it and enter the newly opened entrance. Inside, defeat the Kosha and continue along the path. You'll find a large room with some Ghosts and a stone switch. Defeat the Ghosts and then find the furnace. Hit the three knobs in order from left to right with the Primate Punch to make one of the skull statues open its mouth. Take the boulder from it and put it on the stone switch. Now go to the next skull statue and get the Banana (3,3,4,4,4). Now exit and go to the "3" bananaport pad. Use it and then use the "4" bananaport again. Now go to the shack with the boarded door and hit the door with the Primate Punch. The door will fall down. Enter the shack. Inside, get the homing ammo and then hit the "?" box with the Primate Punch. The box will explode, revealing a Chunky pad. Use the Gorilla Gone and the Bats in the room will become tangible. Hit them all with pineapples to defeat them. Once they are all dead, a Banana will appear (3,3,4,4,5). Now exit. Now exit the building. Go up along the path until you reach a Tag Barrel. Switch to Diddy and find the nearby Diddy switch. Hit it and enter. Defeat the Kosha and go forward. You'll see a few Kremlings on the checkered floor. Defeat them all to reveal a Diddy Barrel. Jump in the barrel and fly above all of the candles to light them with your exhaust. When all three candles are lit, a Bonus Barrel will appear. Fly to the Bonus Barrel to play Minecart Mayhem [2] (see Mini-Games)! When you win, you'll get a Banana (3,4,4,4,5). Exit the building. If the door is closed, hit the Diddy switch again. Jump in the Tag Barrel and switch to Tiny. Enter the Ballroom. Defeat the Kosha and go forward. When you reach the checkered floor, look for a Tiny Pad. Use the Monkeyport to go to another section of the level. You'll see a fairy nearby. Take its picture (18). Now look for the Tiny Barrel and jump in it. Drop down to the ground and enter the front door. You'll find yourself racing a Kremling Car. To win the Banana, you must beat the Kremling Car through 2 laps and obtain 10 coins. To do this, follow the course the first lap to collect the 10 coins. On the second lap, cut a few corners, so you can go ahead of the Kremling Car. Once the requirements are met, you receive a Banana (3,4,4,5,5). If you wish to get more Bananas, look around to the back of the building and you'll find another Tiny Pad. Use it to find some bananas. Use the Tiny Pad in front of the building and then exit the Ballroom. Now use the "4" bananaport and then the "1" bananaport. Enter the building through the hole in the door. Go straight and follow the path until you reach a door flanked by torches on your left. Go toward the door and it will open. Now enter. Once inside, go straight and then jump in the Tag Barrel. Switch to Donkey Kong. Find the Donkey switch and hit it. The door will open, revealing a new passageway. Go down the passageway and you'll find a puzzle. Hit the squares with the Super Duper Simian Slam to make them turn. Construct Donkey Kong's portrait to get a Banana (4,4,4,5,5). Now go to the Tag Barrel and switch to Lanky. Go to the intersection of hallways and go right. Defeat the Kosha and hit the Lanky switch. The door will open revealing a pool of slime and a Trombone music pad. Step on the pad and play the Trombone Tremor. A series of Lanky pads will appear. Use the Baboon Balloon to go from one pad to the next until you reach the Bonus Barrel. Jump in the barrel to play Kremling Kosh (see Mini-Games). Win to get a Banana (4,4,5,5,5). Diddy. Go to the intersection of hallways and go left. Find the Diddy switch and hit it. Enter the new passageway and you'll find a Banana. The Banana is on a wall that will revolve away if you step on the stones. While on the grass, aim at the switch with the Peanut Popguns and hit it with a peanut. Chains will come down from the ceiling. Swing across the chains to reach the Banana (4,5,5,5,5). Use the "5" bananaport pad and switch to Donkey Kong. Go down the ramp. Eventually you'll find a Donkey switch. Hit it to open the door to the Library. Quickly go to the Library and enter. Once inside, go straight and get the homing ammo. Then go left. Eventually, you'll be trapped in a room and Ghosts and Skeletons will appear. Defeat them all to reveal a Donkey switch. Hit the switch to open a door. Now go back to the area with the homing ammo and go straight. You should see an area with flying books. To your left is a Donkey Barrel. Jump in it and then run past the books to get a Banana (5,5,5,5,5). Hit the Coconut switch to reveal a door. Go through it. Now get enough bananas to get Banana Medals for the Kongs. After that, go to Troff n' Scoff's Room and feed them 400 bananas to open the Boss Door. Switch to Lanky and enter the door to face 2D K. Rool (see Bosses)! Once 2D K. Rool is defeated, exit the level. -------- DK Isle: -------- Go to K. Lumsy's and put the Level 7 key in the lock. K. Lumsy will then dance around, opening the mouth to K. Rool's ship. Switch to Tiny and go to the bottom level of K. Rool's ship. Find the Tiny pad and use the Monkeyport to reach the top of the ship. Go down the steps and eventually you'll find yourself next to the open mouth. Jump in it. In the lobby, switch to Donkey and hit the "1" bananaport. Now pull out the Coconut Cannon and aim above the door. You'll see a Coconut switch. Hit it and a platform will emerge connecting the ledge you're on with the island a Kasplat is on. Go to the island, defeat the Kasplat and get the blueprints. Now switch to Chunky and step on the Chunky pad. First, go to the left and swing across the vines to the Bonus Barrel. Jump in the Bonus Barrel to play Kremling Kosh (see Mini-Games). Win to get a Banana (4,4,5,5,5). Now exit and go to Snide's HQ. Give him Donkey Kong's blueprint (5,4,5,5,5). Go back inside K. Rool's mouth and switch to Chunky. Stand on the Chunky pad and use the Gorilla Gone. Swing across the vines to reach B. Locker. If you have 100 Bananas, he will let you pass. Enter the K. Rool door to enter Hideout Helm. In Hideout Helm, you have a time limit that equals (10 + the number of blueprints you have GIVEN Snide) minutes. ---------------------- Level 8: Hideout Helm ---------------------- From the start, go forward and make the first left you can. Jump in the Tag Barrel and switch to Lanky. Exit the passageway and defeat the Kritter and the Green Klaptrap. Use the Orangstand to go up the hill. Defeat the Klump and then go up the next hill. Now find the Tag Barrel and switch to Chunky. Find the Pineapple switch and hit it to make a wall come down. Run to the edge of the platform and then swing across the vines over the lava. When you reach land again, find the Tag Barrel and switch to Tiny. Find the Tiny Barrel and jump in it. Now enter the pipe that is resting on the ground. After you go through it, you'll find yourself next to the Blast-o-Matic. Become large again and jump in the nearby Tag Barrel. Switch to Donkey Kong. Find the lever and pull it to create DK Stars. Run back to the Tag Barrel and switch to Diddy. Jump in the Diddy Barrel and then fly through all of the stars to open the doors. Go back to the Tag Barrel and switch to Chunky. Now run past the Diddy Barrel. In the area between the Diddy Barrel and the lever, there is a passageway off to the side. Enter it and hit the gate door with the Primate Punch. You should see a Bongo music pad in front of you. Switch to Donkey Kong and come back to the Bongo pad. Stand on the pad and play the Bongo Blast to open the plexiglass. Enter and jump in the K. Rool oil drum on the left. Now you will have to jump in the Blast Barrel and hit three targets. Once you have done this, you will be back in Hideout Helm. Jump in the other barrel and you will be Rambi. You must kill 18 Kritters in 30 seconds. Do so to turn off the energy surrounding the Banana Medal. Get it. Now go back to the Tag Barrel and switch to Chunky. You should see a passageway just beyond the Tag Barrel. Go to it and hit the door with the Primate Punch. Step on the Triangle music pad and play the Triangle Trample to open the plexiglass. Jump in the oil drum on the left to play a game where you must find the hidden Kremling. To do this, jump in the Chunky Barrel and then hit the "?" boxes with the Primate Punch. When you find the Kritter, touch him to kill it. Now jump in the oil drum on the right. You will play a game where you must shoot 5 Kremlings. Just use Sniper Mode to pick them off. Now the energy surrounding the Banana Medal is gone. Get the Medal and exit the passageway. You should see some stairs on your right. Go up them and hit the door with the Primate Punch. You should see a Saxophone music pad in front of you. Switch to Tiny and go to the pad. Play the Saxophone Slam to open the door. Jump in the left oil drum to play a game where you must go through all the DK stars without touching the ground. To do this, jump from the crate and use the Pony Tail Whirl to go through the DK Star and land on the next crate. Eventually, you'll land on a switch which will end the game. Jump in the right oil drum to play a game where you must go through the three DK stars. To do this, jump on the mushrooms and then use the Pony Tail Whirl to go through the stars. Once both are done, the energy surrounding the Banana Medal is gone. Get the Medal and exit the passageway. Switch to Chunky. Go back up the stairs to where Tiny's Banana Medal was, but walk across the ledge to reach the second level of the Blast-o- Matic. Run around and you'll find some more stairs. Climb up them and hit the door with the Primate Punch. There should be a Trombone music pad in front of you. Switch to Lanky and go back to the pad. Play the Trombone Tremor to open the plexiglass. Jump in the left oil drum to play a game where you must run through the maze and find the switch, then cross the finish line. To do this, jump in the Lanky Barrel and make the first right you can. Then make a left and eventually you'll find the switch. Turn around and go straight until you can make a left turn. The finish line is just in front of you. Jump in the right oil drum to play a game where you must shoot 3 Robo-Zingers. Jump on one of the crates and then use Sniper Mode to pick off three of them. Once both oil drums are done, the energy surrounding the Banana Medal is gone. Get the Medal and exit the passageway. Switch to Diddy. Jump in the Diddy Barrel and fly straight up. Eventually you'll see a passageway without any stairs leading up to it. Go in it and you'll find a Guitar music pad. Play the Guitar Gazump to open the plexiglass. Jump in the left oil drum to play a game where you must hit the Kritter that pressed the switch and then smash the switch. Run around killing Kritters, and when you kill the correct one, you'll hear a tone. Go back to the switch and hit it with the Super Duper Simian Slam to end the game. Jump in the right oil drum to play a game where you must fly up and hit four switches. To do this, jump in the Diddy Barrel and fly straight up. Fly to the walls and you'll see switches. hit them with peanuts. After all four switches have been hit, drop down to the cage at the bottom. You'll find that it's been lifted. Run under it and hit the switch to end the game. When both oil drums are gone, the energy surrounding the Banana Medal is gone and the Blast-o- Matic is deactivated, so you don't have to worry about the time limit. Get the Medal and exit the passageway. Drop down and jump in the Diddy Barrel. Fly above the Blast-o-Matic and go on the Battle Arena Pad. Press Z to go to the Arena. In the Arena, you must face two Kasplats and one Kritter. To win, run around the Arena hitting whomever's in front of you with a Cartwheel Kick. If one of the Kasplats raises his arms up for a shockwave, hit him before he can complete it. Survive for 90 seconds to win the final Crown (10)! Drop down and go in the newly opened passageway (it's the one on top of the stairs behind the lever). Go through the passage and eventually you'll reach a larger room with a Kritter and a Green Klaptrap in it. Defeat them both and then go to the door. If you have 4 Battle Crowns (you should if you're this far), you may enter it. Go through the new passageway and you'll reach K. Rool's (newly abdicated) throne room. Go to the door with the Nintendo and Rareware Coin symbols on them and if you have both coins, you may enter. Inside you'll find two fairies (19,20) and the final Boss Key! Now exit the level. -------- DK Isle: -------- Switch to Tiny and go to the Banana Fairy island. Jump in the Tiny Barrel and then enter the Fairy's head. If you have caught all 20 Banana Fairies, the Banana Fairy Mother will open a door, revealing a Banana. Get it (5,4,5,6,5). Now exit. Go to K. Lumsy's island and put the Level 8 Key in the lock. Now K. Lumsy is free! K. Rool will attempt to fly away in his ship, but K. Lumsy will chase him until he trips over a boulder. However, K. Rool's ship is hit as K. Lumsy falls and crashes. Before you go to the ship, switch to Diddy and go back to the cabin where Fungi Forest is. Jump in the Diddy Barrel and fly above the DK mountain. You should see a Bonus Barrel over his hair. Go in it to play Peril Path Panic [3] (see Mini-Games). Win to receive the final Banana in the game (5,5,5,6,5)! Now go to the ship and drop down the hole. --------------- The Main Event: --------------- A microphone will introduce you and then K. Rool. You must defeat K. Rool in a 3 minute round. If you don't defeat him, you must fight him in the next round. If you defeat him with one Kong, you go to the next round with the next Kong. You have 12 rounds to beat K. Rool. First, you'll face him as Donkey Kong (see Bosses). Then you'll face him with Diddy (see Bosses). After that, you'll face him with Lanky (see Bosses). After that, you'll face him with Tiny (see Bosses). Finally, you'll face him with Chunky (see Bosses). When K. Rool has been beaten with all 5 Kongs, you'll have beaten the game! Now enjoy the ending. ------------------------------------------------------------------------ 11. Mini-Games ------------------------------------------------------------------------ These are all the levels you reach in the Bonus Barrels. Jetpac and DK Arcade are also listed in this section. Batty Barrel Bandit: Batty Barrel Bandit is basically a slot machine. You are trying to get four bananas three times in a limited amount of seconds. The instant you see a banana coming down, press A to stop the machine. Do the same thing eleven more times and you win! Beaver Bother: In Beaver Bother, you're a Klaptrap, and you need to herd 12 Gnawties into the hole in the center. If you fall into the hole, you lose. Scare the Gnawtys and chase them into the hole. If need be, jump over the hole so you don't fall in it. This can be difficult. Big Bug Bash: Big Bug Bash is simple. Just take the flyswatter over the fly and hit them with it using A. After you hit the specified number of bugs, the game is over. Busy Barrel Barrage: In Busy Barrel Barrage, you have to defeat the Kritters without being hit. You cannot walk, you may only turn and fire. Fire wildly with your weapon at first to defeat the Kritters. When the Kritters are regenerated, hit them with another shot. You should be able to last for the required number of seconds this way. DK Arcade: This is the original Donkey Kong. In the first stage, jump over the barrels and make your way up the girders. Stay away from the ladders there is a barrel coming so you aren't surprised if it goes down the ladder. Refrain from getting the hammer. In the second stage, climb up the first ladder, then grab the hammer. Hit the enemies and then climb up the ladder on the right. Jump across the gap and get the umbrella. From there, climb up the ladder and then climb up the ladder on the right when it is extended all the way up. In the third stage, first climb up the first ladder, then jump to the lift when it is at about your level. Then go to the top of the next girder and jump off. Avoid the fireball and jump to the next lift. Go down to the next girder and jump off. Quickly go through the girders, making sure you aren't hit by a spring. Wait until the fireball is as high as it can be, then quickly jump across the girders to the left. At the end of those girders, climb the ladder then jump to the girder to the right. Wait until the spring goes by to climb the ladder, then stand to the right of the final ladder. Wait for the next spring to go by you, then climb up the ladder. In the fourth stage, you must step over each yellow block. Once you step on a block, move away as the block will disappear. Once you hit all 8 yellow blocks, Donkey Kong will fall and you will beat the game. In each successive level, the game gets harder by either adding more enemies, making barrels go sideways and down ladders more often and other things. Jetpac: Jetpac is the first game Rareware ever created. You control a spaceman with a laser gun. Either the Control Pad or the Control Stick moves, B fires the laser, and A lets you hover. The longer you hold A, the higher you go. To defeat the aliens, you must hit them with your blaster. To reach the next level, you must construct the ship and fill it with fuel. To do this, pick up the desired part or fuel and fly over the rocket at the bottom of the screen. The item will drop into place. After the first piece of the ship is placed, items will come down from the sky. They will all give you points, with the gold bar giving you more points than anything else. When you actually reach 5000 points, the Rareware Coin will come down. Get it or you will have to get 5000 points all over again if you die. Krazy Kong Klamour: In Krazy Kong Klamour, you have to fire a melon at a certain number Golden Bananas in 60 seconds, but you cannot hit any of the Kongs. This is a simple game. Merely wait for the screen to be lighted again and then aim and fire at the Banana. The time limit should not be a problem. However, in the later levels, you must shoot the melon incredibly quickly in order to hit the Banana. Kremling Kosh: In Kremling Kosh, you must hit a certain number of Kremlings with a melon. The Kremlings will come out of the barrels randomly, but frequently, so you can just shoot at random and probably hit one (at least in the early stages). Mad Maze Maul: In Mad Maze Maul, you have to defeat 5 Kritters and cross the finish line. This is very simple. Mad Maze Maul [2]: In this version of Mad Maze Maul, you must defeat 5 Kasplats and 2 Kritters, then cross the finish line. Put the Kasplats away as quickly as humanly...er...monkily possible. Then cross the checkered flag. The maze itself is straightforward. Minecart Mayhem: In Minecart Mayhem, the object is to never hit the TNT cart. When it's on the inside, you should be on the outside and vice versa. Switch tracks when it does and you should be fine. Minecart Mayhem [2]: In this Minecart Mayhem, there are two TNT carts. You must avoid hitting them both for the specified amount of seconds. Like before, switch tracks when the TNT carts do and you should be fine. However, in this game, you'll need to accelerate and slow down occasionally to get past the carts. Peril Path Panic: In Peril Path Panic, you're trying to let the fairy go through the path without being eaten. Fire melons at the Klaptraps to stun them and then the fairy will fly through. You must save six fairies. As before, shoot the melon in the center to reload. Peril Path Panic [2]: Similar to the first Peril Path Panic, but you're saving eight fairies instead of six. Peril Path Panic [3]: Similar to the first two Peril Path Panics, but you're saving ten fairies. Searchlight Seek: In Searchlight Seek, you're trying to hit a certain number of Klaptraps with a melon. After one second, the screen turns dark except for a searchlight. Search out the Klaptraps and hit them with the melons. Speedy Swing Sortie: In Speedy Swing Sortie, jump to the top of the tree using the mushroom or climb to the top of it. From there, swing from vine to vine collecting the coins. Speedy Swing Sortie [2]: In Speedy Swing Sortie, run to the tree with the mushroom beside it. Then go to the top of the tree and swing across the vines getting the coins. Eventually, you'll reach a portion with no vines. In this part, you must use the Pony Tail Whirl to go across the gap and collect the coin. Collect all the coins to win. Splish-Splash Salvage: In Splish-Splash Salavage, you must collect the 9 coins in the level. the starfish will slow you down, but it won't stop you. There may be a coin above you at the start of the level. To reach it, collect the other coins and then swim to the top. You'll find that vines and the coin have fallen in height. Swing across the vines and get the final coin. Stash Snatch: In Stash Snatch, you're attempting to find 6 coins and reach the exit in 60 seconds. It is simple, but 3 of the coins are guarded by either a Zinger, a Kasplat or a Kritter. Stealthy Snoop: In Stealthy Snoop, you are trying to get to the checkered flag without being caught. There are Kremlings with flashlights inside the maze, and the flashlight shows you their range of vision. Go by each Kremling as his back is turned to you and then stay out of the light. Do this until you reach the checkered line. Also make no moves that create grunts. Basically, this means do not press B at all. Teetering Turtle Trouble: In Teetering Turtle Trouble, use the Control Stick to aim which snake you want to shoot the melon to and A to fire. The goal is to keep the snakes fed so they continue to spin the turtles for 45 seconds. As soon as a turtle says "Help!", shoot a melon at the snake holding it. Shoot the melon in the middle to reload. It's not that hard. By making the turtles spin for 45 seconds, you win. ------------------------------------------------------------------------ 12. Bosses ------------------------------------------------------------------------ Army Dillo: The level 1 boss. You start out with a TNT barrel in front of you and Army Dillo in front of that. Dodge the fireballs Army Dillo at you and then pick up the barrel and throw it at its head. There will be an animation of the armadillo falling to the ground. After it gets back up, it roll at you. Merely run away to avoid this. Army Dillo will then fire a series of fireballs at you. Dodge them and throw the TNT barrel at the armadillo's head when it appears out of the armor. Repeat this until he is defeated. Dogadon: The level 2 boss. You start out with a TNT barrel and Dogadon in view. Dogadon fires fireballs at you that explode when they hit the ground. Dodge these. After firing a bunch of those, he lands on the ground and shakes his finger at you. Pick up the TNT barrel and throw it at him. There will be an animation of him falling to the lava and then flying back up. Repeat this exchange two more times until Dogadon is defeated. Mad Jack: The level 3 boss. You start looking at a platform with upraised squares. Jump onto the white square that has the light shining on it, and a cinema will play introducing Mad Jack. Mad Jack will jump from platform to platform, but will never jump diagonally. Using the Pony Tail Whirl, jump from platform to platform, away from him. Eventually, he will stop, pop out of the box and throw fireballs at you. If you look around, you'll see two switches, one on a blue square and one on a white square. If Mad Jack is on a blue square, hit the switch on the blue square. If Mad Jack is on a white square, hit the switch on the white square. If you hit the switch of the square of the other color, you'll be hurt. He gets faster after every hit. After three hits, when he comes out of the box, he fires a beam that hits the platform you're on. Wait until he fires the beam and then jump off the platform quickly. After the fourth hit, he turns himself invisible. Look for the sparks in order to locate him. When you hear a spring and an evil laugh, Mad Jack has come back up to attack. Hit the switch for the fifth and final time to defeat him. Puftoss: The level 4 boss. You start out face to face with Puftoss. He will fire fireballs at you. Keep accelerating to dodge them. Eventually, you'll see DK stars. Go through the first one, then you have a limited amount of time to reach the next ones. Hit five in a row and an electrical field will come up and do damage to him. At the beginning, the intervals are 30 seconds and they go down by 5 seconds after each hit. The stars also become smaller after each hit. After 1 hit, Puftoss creates shockwaves that ripple through the water. Speed away from them to avoid being hurt. After 2 hits, Puftoss also starts making fireballs that rain down from the heavens. Keep moving and they shouldn't bother you. After 3 hits, Puftoss occassionally fires Puffers at you. After 5 hits, Puftoss is done for. Dogadon Reborn: The level 5 boss. You start out with a TNT barrel and Dogadon breathing fireballs at you. Avoid the fireballs and jump over the explosions they create, if necessary. Eventually, Dogadon will land. Use this time to hit him with a TNT barrel. Dogadon will fly up and breathe some more fireballs. The next time he lands, _quickly_ get a TNT barrel and throw it at him. Next, Dogadon will fire an undodgeable attack. Just stand there and take it, but walk forward after it hits you. Hit him with the TNT barrel again. Now Dogadon will hit the platform and make it begin to sink into the lava. He will fly up and breathe fireballs again. When he lands, hit him with a TNT barrel to stun him and you should then see a Chunky Barrel. Jump in the barrel and then hit Dogadon with punch combos. Don't use running or jumping attacks as they're too slow. Repeat this until Dogadon is defeated. Army Dillo Reborn: The level 6 boss. The battle starts with a short cinema of Army Dillo being repaired. He then rolls out to greet you. Dodge his fireballs and then run up to the TNT Barrel when he pops his head out and laughs. Throw the TNT Barrel at him to deal damage. After that, Army Dillo will pull his head back in and roll at you. Run to the wall to avoid this. He will then turn his cannons into thrusters and fly into the air. He then comes to the ground hard, creating a shockwave. Jump over it to avoid it. He will do one more shockwave after each hit. After three hits, Army Dillo will fly into the air and shoot fireballs that rain down from the heavens upon you. Look for the shadows of the fireballs and make sure you are not there when it lands. Army Dillo then lands and fires a homing missile at you. Run away from it for a bit, but if you have more than half a melon of health left, you can just let it hit you. After the missile explodes, you'll see Army Dillo's head has emerged. Hit it with the TNT Barrel to defeat him. 2D K. Rool: The level 7 boss. 2D K. Rool is just a cardboard cutout of K. Rool. At the beginning of the battle, 2D K. Rool will pop up in one of the sides of the castle. Jump in the cannon to hit it. Now quickly go back to the central island as there are Puffers in the water. Now 2D K. Rool will pop up twice shooting lasers at you and then he will pop up and do nothing, allowing you to hit him. Do so and after three hits, his right arm will pop off. With his right arm gone, he will follow the same pattern as before, but when he stops, he creates a fake image of himself. The fake image is more transparent then the actual 2D K. Rool. If you fire yourself at the fake image, you lose that Kong. Hit 2D K. Rool three more times to make his left arm fall off. With both arms off, 2D K. Rool will continue his laser assault for a bit and instead of stopping, he pops up at random places around the castle. Do hit him, stand by one of the cannons and jump in it the second you see him. After three more hits, 2D K. Rool will be destroyed. K. Rool Boxing Match (with Donkey Kong): The first part of the Main Event. At the beginning, K. Rool will attack with shockwaves. Jump over these. After 3 shockwaves, Rocket Barrels will appear at the corners of the ring. Climb up one of the ringposts and jump in one of the Rocket Barrels. Wait until K. Rool lifts his arms into the air and then blast yourself at him. He'll stagger back. Now he'll attack with more shockwaves. Jump over them and climb up a ringpost and then jump into the Rocket Barrel. Wait until he raises his arms into the air to pose for the crowd and blast yourself at him. However, the first pose is just a fake. After each hit, his posing time will get shorter and shorter and he'll eventually attack with strings of 5 shockwaves. Hit him four times to beat him. K. Rool Boxing Match (with Diddy Kong): The second part of the Main Event. At the beginning, K. Rool will play to the crowd and then throw his glove at you. Dodge it for a while and then a Diddy Barrel will appear. Jump in the Barrel and fly up. You'll see a target on either side of the light K. Rool is under. Hit both targets and the light will fall down. Do this for all four lights and K. Rool is beaten. K. Rool Boxing Match (with Lanky Kong): The third part of the Main Event. K. Rool still has a light fixture on his head, so he doesn't attack with shockwaves. Instead, he runs around randomly. Avoid him for a few seconds and switches rise from the floor. Go to the "1" switch and make sure you're right in front of it. Hit it and a Barrel will come up from the ground. Pick it up and throw it. When it explodes, a banana peel will appear. Trombone music pads will appear in the corners of the ring. Step on one and then wait for K. Rool to go in front of you, but on the other side of the banana peel. Play the Trombone Tremor and K. Rool will charge at you, but he will then slip on the banana peel. Do this three more times to beat him, but K. Rool will get faster after each hit. K. Rool Boxing Match (with Tiny Kong): The fourth part of the Main Event. K. Rool has the light fixture off of his head and he attacks with the strings of shockwaves. Jump over them and use the Pony Tail Whirl to go over them. Eventually, K. Rool will hold his backside and jump around. If there is a Tiny Barrel in front of him, jump in it and then enter the hole in K. Rool's shoe. Inside, you'll find K. Rool's four toes. Shoot them with the Feather Bow repeatedly. When one turns red, you don't need to shoot it anymore. If a toe wiggles, move out of the way as it is about to come forward. Repeat this pattern until all four toes are red. Now K. Rool is beaten. K. Rool Boxing Match (with Chunky Kong): The fifth and final part of the Main Event. At the beginning, K. Rool will bounce off the ropes and become invisible. A Chunky switch will appear. To avoid K. Rool, stay away from his shadow. Hit the Chunky switch with the Super Duper Simian Smash and Chunky Pads will appear. Step on one and use the Gorilla Gone. K. Rool will become visible and a Chunky Barrel will appear. Jump in the Barrel and you will go to the corner. K. Rool will rev up and charge at you. Hit him with the Primate Punch as he charges to hurt him. Repeat this process three more times to defeat him. After the second hit, he turns invisible when he charges you. Look at his shadow to know when to attack. After the third hit, he zigzags across the ring. Again, look at his shadow to know when to attack. After the fourth hit, you've beaten the game! ------------------------------------------------------------------------ 13. Item Lists ------------------------------------------------------------------------ This is a barebones list of every Golden Banana, Blueprint, Banana Fairy, and Battle Crown in the game. If you want more detail, consult the walkthrough. DK Isle: (Bananas) Donkey Kong: #1: In front of the entrance to Level 1. #2: In the lobby of Level 3. Pull the lever and then ride the lift up. Play your instrument on the Bongo pad. #3: Drop down to the ledge below the entrance to Snide's HQ. Hit the Coconut switch. #4: In the Level 6 lobby. With Chunky, break down the transparent sheets of ice with the Primate Punch. Switch to Donkey, then go in the tunnel with the Kasplat and jump in the Donkey Barrel. Run to the passage with the lava and get the Banana. #5: Give Snide the blueprint. Diddy Kong: #1: Use the Diddy Pad near Snide's HQ to reach the Bonus Barrel. #2: As Chunky, go past the Level 2 entrance, then pick up and throw the boulders. Use the "2" bananaport and switch to Lanky and then use the Bananaport again. Stand on the Trombone Pad and play your instrument to reveal a Diddy Barrel near the Level 5 entrance. Switch to Diddy and go to it. Jump in it and fly to the top of Kong's Isle. Hit the Peanut switch and the gate will open. #3: In the Level 6 lobby, jump in the Diddy Barrel and fly to the top of the lobby. You'll find a Guitar pad. Play your instrument on it. #4: Give Snide the blueprint. #5: Go to the cabin where Fungi Forest is. Jump in the Diddy Barrel and fly above the mountain. You'll see a Bonus Barrel. Enter it. Lanky Kong: #1: In the lobby of Level 1. Play the Trombone Tremor on the Trombone pad under the boulder. #2: Go to the back of K. Lumsy's island. Hit the Grape switch. #3: Give Snide the blueprint. #4: In K. Lumsy's island. Jump in the Lanky Barrel and then run to the switch. Run back to the Banana. #5: In the Level 7 lobby. As Chunky, find the boulder, then pick it up and throw it. Switch to Lanky and step on the Lanky Pad. Use the Baboon Balloon to fly over the structure in the middle and enter the Bonus Barrel. Tiny Kong: #1: After the gongs are hit with the Chimpy Charge. Go to the top of the stairs and jump off. Use the Pony Tail Whirl to reach the Bonus Barrel. #2: Go to the Banana Fairy Island. Walk to the back of the fairy head and then hit the Feather switch. #3: Give Snide the blueprint. #4: In the Level 4 lobby, use Chunky to hit the Chunky switch. Switch to Tiny and jump in the Tiny Barrel. Swim through the newly opened tunnel and get the Banana on the other side. #5: Go to the lowest level of K. Rool's ship and step on the Tiny Pad. Use the Monkeyport and step on the Saxophone pad. Play the #6: Visit the Queen Banana Fairy after catching all 20 Banana Fairies. Chunky Kong: #1: Near the "3" bananaport. #2: Give Snide the blueprint. #3: Past the Level 2 entrance, there are two boulders. Pick them up and throw them. Find the Triangle pad and play your instrument. #4: After getting Tiny's 5th Banana, go to the island near the Banana Fairy island. You'll see a Chunky Barrel. Jump in it and run to the island with the white X on it. Hit the X with the Super Simian Slam. #5: In the Level 8 lobby. Step on the Chunky Pad and use the Gorilla Gone. Now go to the left side of the platform and swing across the vines to the Bonus Barrel. (Blueprints) Donkey: In the Level 8 lobby. Diddy: In the Level 7 lobby. Lanky: Past a sheet of ice in the Level 6 lobby. Tiny: Under a "?" box. Chunky: In the Level 4 lobby. (Banana Fairies) #1: On the island near the Banana Fairy Island. #2: Past the door opened by hitting the Feather switch in the Level 5 lobby. #3: Under a "?" box in the level 3 lobby. #4: As Tiny, go to the lowest level of K. Rool's ship. Step on the Tiny Pad and use the Monkeyport. The fairy is near you. (Battle Crowns) #1: Under a boulder next to Snide's HQ. #2: In the Level 5 lobby. Hit the mushroom above you with the appropriate Kong and then step on the Chunky Pad and use the Gorilla Gone. The pad appears near you. ----------------------------------------------------- Jungle Japes: (Bananas) Donkey Kong: #1: In front of Diddy's cage. #2: Free Diddy. #3: Give Snide the blueprint. #4: Use the Barrel Blast and go through the Blast Barrel course. #5: Hit the switch near Cranky's Lab and then run to the opened gate. Diddy Kong: #1: Give Snide the blueprint. #2: Finish the mine cart course with 50 coins. #3: Go to the top of the mountain. #4: Past the gate in the first cavern. #5: Hit the switch near Cranky's Lab and then run to Funky's. Lanky Kong: #1: Past the gate in the first cavern. Hit the Grape switch and jump in the Bonus Barrel. #2: Hit the switch near Cranky's Lab and then run to the Barrel Cannon. #3: Use the Orangstand to reach the Bonus Barrel near Lanky's Kasplat. #4: Give Snide the blueprint. #5: In the cavern above the hill. Hit the pegs with the Simian Slam and then kill the Zingers. Tiny Kong: #1: Past the gate in the first cavern. Hit the Feather switch. #2: Hit the switch near Cranky's Lab and then run to the river. #3: Past the gate in the leftmost cavern opened by freeing Diddy. Go to the tree stump, shrink and then jump on the mushroom. Enter the stump. #4: Past the gate in the leftmost cavern opened by freeing Diddy. Go to the shell, shrink and enter it. Kill the Purple Klaptraps and open the doors until you reach the Banana. #5: Give Snide the blueprint. Chunky Kong: #1: Hit the switch under the boulder and then run to Snide's HQ. #2: Throw the boulder above the blue X. #3: Past the gate in the leftmost cavern opened by freeing Diddy. Jump in the Chunky Barrel and then jump in the Bonus Barrel above you. #4: Hit the blue X with three Simian Slams. Make your way across the walkway and hit the Pineapple switch on the Kremling statue's left eye when you reach it. Swing across the vines. #5: Give Snide the blueprint. (Blueprints) Donkey: In the leftmost cavern opened by freeing Diddy. Diddy: In the rightmost cavern opened by freeing Diddy. Lanky: In a side cavern of the central cavern opened by freeing Diddy. Tiny: In the leftmost cavern opened by freeing Diddy. Chunky: In the cavern under the blue X. When you reach the Kremling Head statue, hit the right pineapple switch and swing across the vines. (Banana Fairies) #1: Above the pool opened by hitting the Rambi block. #2: After getting Lanky's 5th Banana, it appears in front of you. (Battle Crowns) #1: In front of Funky's armory. ----------------------------------------------------- Angry Aztec: (Bananas) Donkey Kong: #1: Free the llama. #2: Free Lanky. #3: Use Strong Kong to go through the river of sand. Jump in the Bonus Barrel at the other end. #4: Give Snide the blueprint. #5: Follow the maze in the five-doored temple. Diddy Kong: #1: Free Tiny. #2: Hit the four gongs with the Chimpy Charge. Then fly to the top of the new pyramid. #3: Fly through the rings the vulture leaves. #4: Give Snide the blueprint. #5: Follow the maze in the five-doored temple. Lanky Kong: #1: Give Snide the blueprint. #2: In the Llama Temple, play your instrument on the Trombone Pad. Climb up the llama's neck and jump in the Bonus Barrel. #3: In the Llama Temple, go to the Tag Barrel and hit the nearby Grape switch. Then hit the switch inside and match all the heads. #4: In the temple where you found Tiny, swim to the rock formation and hit the switch at the top. Hit the vulture five times. #5: Follow the maze in the five-doored temple. Tiny Kong: #1: In the Llama Temple, shrink and enter the bottle in the wall. Hit the switches to raise platforms in the lava. #2: Give Snide the blueprint. #3: Race the beetle. #4: Follow the maze in the five-doored temple. #5: In the temple where Tiny was saved. Shrink and dive into the water. Swim through the tunnel and kill the Klaptraps. Chunky Kong: #1: In the first tunnel of the level. Hit the pineapple switches and then place the jugs in their correct places. #2: In the temple where Tiny was saved. Play your instrument on the Triangle pad and then kill all of the Klaptraps. #3: Jump in the Chunky Barrel near where Tiny's Kasplat is, then pick up the boulder and put it on the stone switch. Run down the passageway and step in the Bonus Barrel. #4: Follow the maze in the five-doored temple. #5: Give Snide the blueprint. (Blueprints) Donkey: Past a door with Coconut switches in the first tunnel. Diddy: Fly above the temple where you save Tiny. Lanky: In the same room as Tiny's 1st Banana. Tiny: Near Cranky's (in the area with the stone switch). Chunky: In Chunky's portion of the five-doored temple. (Banana Fairies) #1: In Tiny's portion of the five-doored temple. #2: In front of the barrel Tiny shrinks to enter in the Llama Temple. (Battle Crowns) #1: After getting Lanky's 4th Banana, the water lowers. Step on the Pad. ----------------------------------------------------- Frantic Factory: (Bananas) Donkey Kong: #1: Go through the Blast Barrel course to create a switch. Pull the switch and beat DK Arcade once. #2: Go down the same shaft you use to get Diddy's 4th Banana, and then hit the Coconut switch. Enter the shack and pull the lever. #3: After getting DK's 2nd Banana, go to the Production Room and enter the machine in the middle. Use Strong Kong to go down the conveyor belt. #4: Give Snide the blueprint. #5: In the Testing Room, use one of the blocks to reach a passageway and at the end of it, hit the switch. Now hit all of the numbers in order. Diddy Kong: #1: Give Snide the blueprint. #2: In the Testing Room, use the Simian Spring to jump up the mountain of blocks. Jump in the Bonus Barrel at the top. #3: In the R&D Room. Enter the room with the Guitar music pad and then hit the switches to match the patterns on the doors. Defeat all the enemies. #4: In the R&D Room, enter the other door on the uppermost level. Fall down the shaft and then hit the switch. Swing across the vines and jump in the Bonus Barrel. #5: Hit the Diddy switch at the bottom of the Production Room. Climb your way up the Room and then go past the two spinning pillars. Stand on the Diddy pad and use the Simian Spring. Lanky Kong: #1: Go into the R&D room and step on the Trombone pad. Play your instrument and then match the correct tones with the Kremling burps. #2: Hit the Lanky switch at the bottom of the Production Room. Climb your way up the room and then go past the two spinning pillars. Go to the other side of the pipe. #3: Give Snide the blueprint. #4: Free Chunky. #5: In the Testing Room, climb up the stack of crates and then use the Baboon Balloon to float to the Bonus Barrel. Tiny Kong: #1: Next to the arcade machine, jump in the Tiny Barrel and then jump up the crates and desks. Go in the duct. #2: Give Snide the blueprint. #3: Hit the Tiny switch at the bottom of the Production Room. Make your way up the room and then jump up the three conveyor belts. Use the Pony Tail Whirl to reach the Bonus Barrel. #4: On the same ledge where the Lanky pad used to reach his 5th Banana is, jump in the Tiny Barrel and go through the tunnel. On the other side, hit the Tiny switch and then hit the correct targets on the dartboard. #5: In the R&D room, enter the doors on the lowest level. Go through the passageway and then shrink and enter the tunnel. Race the Kremling Car and win. Chunky Kong: #1: Climb up the pole next to Tiny's Kasplat. Knock down the fence and jump in the Bonus Barrel. #2: Give Snide the blueprint. #3: In the Storage Room, knock down the fence and enter the room. Hit the Chunky switch and then jump up the platforms. Hit the "?" box and then hit the Chunky switch. #4: Hit the Chunky switch at the bottom of the Production Room and then make your way up the room. Jump under the giant tenderizer. #5: In the R&D room, climb a ladder and then climb another one. Knock down the fence and open the treasure chest. Now defeat all of the toys. (Blueprints) Donkey: After the two spinning pillars in the Production Room. Diddy: In the Production Room. Lanky: In the R&D Room. Climb a ladder and you'll see it. Tiny: In the room with the pole next to the Storage Room. Chunky: In the Testing Room. (Banana Fairies) #1: After getting Tiny's 4th Banana, it'll be in front of Funky's. #2: In the passageway on the way to getting DK's 5th Banana. (Battle Crowns) #1: Pull the lever near where Tiny's 5th Banana is. A gate will open, revealing the pad. (Nintendo Coin) #1: After beating DK Arcade once, beat it again. -------------------------------------------------- Gloomy Galleon: (Bananas) Donkey Kong: #1: On the giant cactus, play your instrument on the Bongo pad. Then swim to the sunken ship and enter it. Then find and enter the Bonus Barrel. #2: Enter the lighthouse and then make your way up the building. Pull the lever at the top. #3: Talk to Clappers after you free him. #4: Win a race against Clappers. #5: Give Snide the blueprint. Diddy Kong: #1: On the giant cactus, play your instrument on the Guitar pad. Then swim to the sunken ship and enter. Then find and enter the Bonus Barrel. #2: Give Snide the blueprint. #3: After getting DK's 2nd Banana, jump in the Diddy Barrel and fly to the ship. Hit the switch and then fly to the top of the lighthouse. #4: Play your instrument on the Guitar pad on top of the lighthouse. Use the "5" bananaport and swim to the new ship. Enter the ship and hit the lights with your weapon until they break. #5: Switch to Lanky and use Engaurde to jump through the DK Star above the water above the sunken ship three times. With the water level raised, switch to Diddy and swim through the open gate. Use the Diddy pad and jump in the Bonus Barrel. Lanky Kong: #1: On the giant cactus, play your instrument on the Trombone pad. Then swim to the sunken ship and enter. Then swim to the Banana. #2: In the tunnel with the Kosha, find and hit the switch. Swim back to the sunken house and enter it. Change to Engaurde and break open the chests. Swim through the newly created passage and switch back to Lanky to get the Banana. #3: In the room opened by jumping through the DK Star three times with Engaurde, jump on the stack of coins you did not jump on for Diddy's 5th Banana. Use the Lanky Pad and jump in the Bonus Barrel. #4: Go to the lighthouse and dive in the water. Find the Engaurde crate and touch it. Go to where Tiny's 5th Banana is, and hit the chest with the Charge Attack. #5: Give Snide the blueprint. Tiny Kong: #1: On the giant cactus, play your instrument on the Saxophone pad. Then swim to the sunken ship and enter. Then find and get the Banana. #2: In the tunnel with the Kosha, hit the switch. Swim to the sunken house and enter. Find and enter the Bonus Barrel. #3: Give Snide the blueprint. #4: Swim into the Tiny Barrel in the water below the giant cactus. Then swim through the opening. Go in the Bonus Barrel. #5: In the room that you open by jumping through the DK Star three times, jump onto the chest and shrink. Then enter the chest through the keyhole. Get the pearls in the oysters, then exit. Go to the lighthouse and swim down to the sea floor and you'll see a shell and a Tiny Barrel. Swim in the Barrel and enter the shell. Chunky Kong: #1: In the open area, kill the Kaboom and Klobber, then find a treasure chest. Hit the one on the right with the Primate Punch. #2: Give Snide the blueprint. #3: Play your instrument on the Chunky pad near the lighthouse. Then swim to the sunken ship and enter it. From there, swim into the Bonus Barrel. #4: Go to where Lanky's blueprint is and put the cannonball in the cannon. Hit the 3 targets. #5: Go to the sailing ship around the lighthouse and jump on the door. Inside, go through the cannons and hit the fence with the Primate Punch. Hit the barrels with the Primate Punch when you see Chunky's face. (Blueprints) Donkey: On the chest in the room opened by jumping through the DK Star with Engaurde three times. Diddy: Near the lighthouse. Lanky: In the room opened by the Pineapple Launcher. It is the first right in the level. Tiny: In the open area, use the Barrel Cannon to reach the top of the broken ship. Swing across the vines and the Kasplat will be in front of you. Chunky: Above the giant cactus. (Banana Fairies) #1: Where Chunky's 1st Banana is. Hit the treasure chest on the left with the Primate Punch. #2: Where Tiny's 1st Banana is. In the room, you will see the fairy in a jail cell. (Battle Crowns) #1: Knock down the gate under Cranky's. You'll see the pad inside. (Rareware Coin) #1: Get 5000 points in JetPac, then get the coin while you're still in the level. --------- Fungi Forest: (Bananas) (Note: Unless otherwise noted, assume you are in daylight.) Donkey Kong: #1: Complete the Baboon Blast course to reach a Bonus Barrel. #2: At the bottom of the giant mushroom, you'll see a mushroom head with five switches on it. Hit the switches with the appropriate Kong, then hit the Donkey switch. Blast up the cannons to reach the Banana. #3: At night, go to the house surrounded by vines (it's near the watermill), go to the left side of the house and jump in the Donkey Barrel. Run through the vines and hit the Donkey switch. Now enter the front door. Once inside, hit the "?" Box and hit the Donkey switch under it. Climb to the top of the house and swing across the vines to reach the Bonus Barrel. #4: Give Snide the blueprint. #5: With Chunky, open the cracked door in the watermill. Find a "?" box and hit it with the Primate Punch. Play your instrument on the revealed Triangle pad. Then switch to Donkey and enter the front door of the watermill. Find the "?" box and hit it with the Super Simian Slam and then hit the Donkey switch. Go through the opened gate and pull the levers in this order: "21132". Change it to night and get the Banana. Diddy Kong: #1: In the area with the giant mushroom, climb up the mushroom stalk under the Diddy Barrel. Jump in the Barrel and fly to the top of the giant mushroom. Inside, enter the Bonus Barrel. #2: Give Snide the blueprint. #3: At night, use the Simian Spring to enter the shack near Snide's. Play your instrument on the Guitar pad and then cross the girders. #4: At night, climb to the top of the watermill and hit the Diddy switch. Enter through the windows and hit the ON switch with a peanut and the green arrow with the Chimpy Charge. Play your instrument on the Guitar pad and then exit. Then drop down to the Banana. #5: At night, go to the tall tree with the owl in it and jump on the Guitar pad. Play your instrument and the owl will come out. Jump in the Diddy Barrel and fly through the rings the owl leaves behind it. Once you go through all the rings, fly to the top of the tree and enter the Bonus Barrel. Lanky Kong: #1: Go to the top deck of the giant mushroom and use the Orangstand to climb up to the top of the mushroom. Hit the Lanky switch and go through the door. Inside, jump on the mushrooms in the order shown on the picture and then jump in the Bonus Barrel. #2: Open the doors at the top of the giant mushroom and then go through the door you did not go in before. Inside, kill the Zingers and jump on the mushroom to reach the Banana. #3: At night, step on the Lanky pad in front of the watermill and use the Baboon Balloon to go through a door in the roof. Inside, hit the switch and then kill all of the Bats. #4: Give Snide the blueprint. #5: Go to the tall tree with the owl in it, then go the rabbit. Step on the Trombone pad and play your instrument. The rabbit will wake up and challenge you to a race. Defeat it and then wake it up again. Jump in the Lanky Barrel and defeat the rabbit again. Tiny Kong: #1: In the big mushroom, hit the Tiny switch and then climb the ladders. Use the Pony Tail Whirl to reach the Bonus Barrel. #2: Give Snide the blueprint. #3: With Chunky, open the cracked door in the watermill. Find a "?" box and hit it with the Primate Punch. There should be an opening revealed. At night, switch to Tiny and jump in the Tiny Barrel in the back of the watermill. Then go through the opening. From there, find the doorway with the moon sign over it and enter. Once inside, defeat the giant spider and all the little spiders. #4: Go to the tall tree with the owl in it. Run forward and then go around the other big tree. Jump in the Tiny Barrel and then jump on the Saxophone pad and play your instrument. Squawks will take you to the top of the tree. Enter the tree and defeat all the Klaptraps. Get the Banana and the bean. #5: From Funky's, go to the clearing with a fence and two Klumps near it. GO to the center of the dirt and the bean will be planted. Then jump in the Tiny Barrel and then step on the Saxophone pad. Play your instrument and Squawks will take you to the Banana. Chunky Kong: #1: Near Funky's, jump in the Chunky Barrel and then squash the tomatoes. Pick up the apple and run through the passageway. Go left and drop the apple on the apple icon. #2: At the top deck of the giant mushroom, hit the Chunky pad. A door will open. Enter it. Inside, you'll see a Zinger and a Chunky switch. Hit the switch and then reassemble the portrait. #3: Complete the mine cart ride in the well with 50 coins. #4: Give Snide the blueprint. #5: Hit the cracked door of the watermill with the Primate Punch. Hit the "?" block with the Primate Punch and play your instrument on the Triangle pad. Find the oil drum and pick it up. Now exit. Go to the front entrance of the watermill and put the oil drum on the conveyor belt. Now do the same with the two oil drums in the room. (Blueprints) Donkey: At night, go behind the house surrounded by vines. Diddy: From the deck in the middle of the giant mushroom, climb up the two ladders and enter the mushroom. The Kasplat should be in front of you. Lanky: Near the tall tree with the owl in it. Tiny: On the deck in the middle of the giant mushroom. Chunky: At night, go to the top deck of the giant mushroom. Enter the mushroom and then run down the platforms until you see some vines on your left. Swing across the vines and enter the door. The Kasplat is on the other side. (Banana Fairies) #1: After getting Diddy's 3rd Banana, it will appear in front of you. #2: From where Donkey's 3rd Banana is, hit the "?" box on the top level of the house and the fairy will emerge. (Battle Crowns) #1: At night, go to the top deck of the giant mushroom. Eventually, you'll see a ladder going down. Climb down it and you'll find the Battle Arena Pad. ---------- Crystal Caves: (Bananas) Donkey Kong: #1: Complete the Baboon Blast course to reach a Bonus Barrel. #2: As Diddy, fly through the DK Star above the igloo. Then switch to Donkey, find the Bongo pad near the igloo and play your instrument. Enter the igloo and make your way through the maze. #3: Go to the large cabin near Candy's. Find the Bongo pad and play your instrument. Get the Homing Ammo and fire at the Zingers. #4: Go to Candy's and then go to the stones. Jump up them and run to the second house. Step on the Bongo pad in front and play your instrument. Enter and then match all of the pictures to get a Banana. #5: Give Snide the blueprint. Diddy Kong: #1: As Diddy, fly through the DK Star above the igloo. Find the Guitar pad and play your instrument. Enter the igloo and pick up the barrels in ascending order. #2: Near Funky's, jump in the Diddy Barrel and fly to the Bonus Barrel in the waterfall. #3: Go to the cabin near Candy's. Find the Guitar pad on the second level and play your instrument. Enter and defeat all of the Kremlings. #4: Go to the cabin near Candy's. Find the Guitar pad on the third level and play your instrument. Defeat the Koshas and step on the Diddy pad. Use the Simian Spring to reach the Diddy Barrel. Now light all the candles. #5: Give Snide the blueprint. Lanky Kong: #1: As Diddy, fly through the DK Star above the igloo. Switch to Lanky and find the Trombone pad. Play your instrument. Enter the igloo and climb up the giant plant. #2: Near Funky's, hit the Lanky switch near the castle and enter it. Inside, defeat the ice block at its game. #3: Near Funky's, hit the Lanky switch on the side the castle and enter it. Step on the Lanky Pad and then make your way to the top of the castle. Now beat the beetle in the race and collect 50 coins. #4: Go to Candy's and then run to the stones. Jump up them and go to the first house you come to. Run to the side of the house and use the Baboon Balloon to reach the roof. Step on the Trombone pad and play your instrument. The door will open. Inside, defeat the Koshas and use the Baboon Balloon to reach the Lanky Barrel. Run to the switch at the end of the house and then get the Banana. #5: Give Snide the blueprint. Tiny Kong: #1: As Diddy, fly through the DK Star above the igloo. Switch to Tiny and find the Saxophone pad. Play your instrument. Enter the igloo and hit the target four times. #2: In the ledge near the igloo area, you'll find a Kosha and a Tiny Barrel. Jump in the Barrel and enter the nearby tunnel. Inside, jump in the Bonus Barrel. #3: Near Funky's, jump in the Tiny Barrel and go through the tunnel at the end of the passageway. Once inside, step on the Tiny Pad and use the Monkeyport to go next to a Banana. #4: Go to the cabin near Candy's. Find the Saxophone pad and play your instrument. Enter and defeat all of the Purple Klaptraps. #5: Give Snide the blueprint. Chunky Kong: #1: As Diddy, fly through the DK star above the igloo to create music pads. Switch to Chunky and step on the Triangle pad. Play your instrument on it and the door will open. Enter and save the rabbit. #2: Near Funky's, go to the castle and then run past it. Run to the boulder and pick it up. Now go to the boulder switch and drop the boulder on it. Go to Cranky's and then go across the planks until you're at an ice wall. Hit it with the Primate Punch. Enter the tunnel and jump in the Chunky Barrel. Pick up the boulder and drop it on the boulder switch. Go to the igloo area and get the Banana. #3: At the beginning of the level, kill the Kritter in front of the ice wall and hit the wall with the Primate Punch. Enter the tunnel and step on the Chunky pad. Use the Gorilla Gone and a Banana will appear. #4: Go to the cabin near Candy's. Find the Triangle pad and play your instrument. Enter and then hit all of the targets, make sure not get under the spotlights. Once all the targets are down, a Chunky pad appears. Use the Gorilla Gone to get to the Bonus Barrel. #5: Give Snide the blueprint. (Blueprints) Donkey: Past the castle. Diddy: Fly to the "4" bananaport below Cranky's and use it. The Kasplat should be near you. Lanky: Go to the cabin near Candy's and find the "5" bananaport. Use it and you'll be right next to the Kasplat. Tiny: Go to Candy's and then go to the stones. Jump up them and go past both houses. You'll eventually see the Kasplat. Chunky: On top of the igloo. (Banana Fairies) #1: It appears after you get Tiny's 1st Banana. #2: It appears after you get Diddy's 4th Banana. (Battle Crowns) #1: In the cabin near Candy's opened by Donkey Kong. --------- Creepy Castle: (Note: When I mention bananaport pads, they are not the ones that are in a row near the beginning of the level, but the corresponding ones.) (Bananas) Donkey Kong: #1: Near Funky's, go to the central area and then go to the skull. Hit the Coconut switch and enter. Inside, find the Coconut switch and hit it. Now pull the levers illustrated on the wall. Then, complete the mine cart ride with 20 coins. #2: Find the Donkey pad and complete the Baboon Blast course. Now the tree stump will open. Enter it and go right. Drop down the well. Swim and then jump on the first log you see. Now, using the Sniper Mode, hit the targets. #3: Give Snide the blueprint. #4: Go in the building near the "1" bananaport. Run down the path until you reach the door flanked by torches. Once inside, go straight and hit the Donkey switch. Enter the passageway and reconstruct Donkey Kong's portrait. #5: Go to the "5" bananaport and then go down the ramp until you find a Donkey switch. Hit it and then enter the door next to the cloud. Once inside, go left until you're trapped in a room with Kremlings. Defeat them all and hit the Donkey switch. Go back to the start of the room and go straight into the new passageway. Jump in the Donkey Barrel and then run past the flying books. Diddy Kong: #1: Near Funky's, go to the central area and then go to the skull. Hit the Peanut switch and enter. Inside, find the Peanut switch and hit it. Enter and hit the switches in order with the Chimpy Charge. #2: Jump in the Diddy Barrel near the "2" bananaport. Fly to the top of the castle and then enter the Bonus Barrel. #3: Give Snide the blueprint. #4: Go to the "4" bananaport and then run up the path until you reach a Diddy switch. Hit it and enter the building. Inside, go down the hall until you reach the checkered floor. Defeat all of the Kremlings to reveal a Diddy Barrel. Jump in the Barrel and light all the candles. Now go in the Bonus Barrel. #5: Go in the building near the "1" bananaport. Run down the path until you reach the door flanked by torches. Once inside, go right and hit the Diddy switch. Enter the passageway and use the Sniper Mode to hit the Peanut switch. Chains will come down. Swing across them to reach the Banana. Lanky Kong: #1: Near Funky's, go to the central area and then go up the hill to the upright door. Hit the Grape switch on the door and enter. Inside, hit the Grape switch and run past the gate. Then play the Trombone Tremor on the pad and vines will come down. Swing across them. #2: Give Snide the blueprint. #3: Go to the castle rook near Snide's and find the Lanky switch. Hit it and enter the door. Defeat all the Kremlings, then hit all of the Grape switches on the walls. When gusts of air come from the center of the room, stand on the Lanky pad and use the Baboon Balloon to reach the Bonus Barrel at the top. #4: Find the Lanky switch near the "4" bananaport and hit it. Then run through the maze. #5: Go in the building near the "1" bananaport. Run down the path until you reach the door flanked by torches. Once inside, go left and hit the Lanky switch. Enter the passageway and play your instrument on the Trombone pad. Now use the Baboon Balloon to go from Lanky pad to Lanky pad until you reach the Bonus Barrel. Tiny Kong: #1: Near Funky's, go to the central area and then go up the hill to the upright door. Hit the Feather switch and then enter. Go to the right and make your way down the corridor until you reach a Tiny switch. Hit it and then jump across the hands to reach the Banana. #2: Enter the building near the "1" bananaport. Use the Pony Tail Whirl to cross the gap on the left and enter the Bonus Barrel. #3: Near the "4" bananaport, jump in the Tiny Barrel and then jump on the mushroom to enter the metal structure. Get the homing ammo and kill all the flies. #4: Give Snide the blueprint. #5: With Diddy, go to the "4" bananaport and run up the path until you reach the Diddy switch. Hit it and switch to Tiny. Enter and then go to the checkered floor. Look for a Tiny Pad and then step on it and use the Monkeyport. Jump in the Tiny Barrel and enter the front door of the building. Now defeat the Kremling Car and get 10 coins while doing it. Chunky Kong: #1: Near Funky's, go to the central area and then go to the skull. Hit the Pineapple switch and enter. Inside, find the Pineapple switch and hit it. Inside, hit the coffins with the Primate Punch. A Bonus Barrel is in one of them. #2: Enter the tree stump and then hit the cracked stump on the left with the Primate Punch. Continue forward and hit the Pineapple switch using Sniper Mode. Enter the Bonus Barrel. #3: Give Snide the blueprint. #4: Go to the "3" bananaport and then run up the ramp until you reach a Chunky switch. Hit it and enter the door. Go down the hall and when you reach the main room, hit the three knobs on the furnace with the Primate Punch from left to right. A head will open, revealing a boulder. Pick up the boulder and drop it on the stone switch. Now the other head will open, revealing a Banana. #5: Go to the "4" bananaport and find the shack with the boarded door. Hit the door with the Primate Punch. Enter and get all the homing ammo, then hit the "?" box with the Primate Punch. Stand on the Chunky Pad and use the Gorilla Gone. Now kill all of the bats. (Blueprints) Donkey: In the tree stump opened by winning the Baboon Blast course. Diddy: Near Funky's. Lanky: In the ramp along the side of the castle. Tiny: Exit the area near Funky's and then run down the grass. When you reach the end, you'll see the Kasplat in the distance. Chunky: Near Candy's. (Banana Fairies) #1: Next to Donkey Kong's 2nd Banana. #2: Next to the building where you race the Kremling Car. (Battle Crowns) #1: After getting Lanky's 4th Banana, it appears in the maze. ------- Hideout Helm: (Banana Fairies) #1: Through the door unlocked with the Nintendo & Rareware Coins. #2: Next to the first fairy. (Battle Crowns) #1: Fly above the Blast-o-Matic. ------------------------------------------------------------------------ 14. Mystery Mode ------------------------------------------------------------------------ After you have the Banana Camera (see the Walkthrough for that, it's a little above the description of Frantic Factory), you may want to know how to use it. When you press Z+C Down, you look through the camera. There is a face in the upper-right corner of the screen. It is red when there is no fairy that you can see at the moment, but it turns green when there is a fairy. The second it turns green, press B to take a picture. The fairy will be caught in the picture. For every fairy you catch, the Queen Banana Fairy will refill you oranges, shots and music attacks, plus refill your crystal coconuts and banana film. She will enable to carry 1 more of the last two items. When you catch a fairy, the Mystery option comes up. When you catch a various amount of fairies, options are unlocked. Catch 2 Fairies: DK Theatre: You are able to replay EVERY cinematic sequence you've seen thus far in the game, from the opening Kong Rap to the intros of the levels to the game over sequence. Catch 6 Fairies: DK Bonus: You can play the follow bonus games again: (after you use these animals once) Rambi Arena (fight Gnawtys) Engaurde Arena (go through DK stars) (after you get the coins in these) DK Arcade Jetpac Catch 10 Fairies: Bosses: You are able to play the bosses over and over, as many times as you want! Catch 15 Fairies: Krusha Battle: You can control Krusha in Battle Mode. Here are his moves: B: One-two punch B after one-two punch: Spinning axhandle smash B while in air: Jumping earringer B while running: Whirlwind attack Z+B while running: Sliding punch All this, plus his weapon fires oranges! Catch 20 Fairies: Cheats: DK 64's cheat menu. You are able to get an infinite amount of any item, although some of them (camera film, coins) are useless. ------------------------------------------------------------------------ 15. Frequently Asked Questions ------------------------------------------------------------------------ Q: How do you move with Diddy's Rocketbarrel? A: Use the A button to accelerate and the Control stick to steer. You must be accelerating to turn. Q: Why don't some of the switches activate when I hit them? A: You probably need a stronger Simian Slam. Buy it from Cranky. Q: How many characters can you be in multiplayer? A: Six, the five Kongs and Krusha (only after you have 15 fairies). Q: How do you change levels on Monkey Smash? A: In the screen where you select Monkey Smash or Battle Arena, highlight Monkey Smash and press down on the Control Stick. Q: What is the Tremor Move? A: The Tremor Move is the move the Queen Banana Fairy gives you right after she gives you the Banana Camera. Q: What are the mounds of dirt with "DK" on it for? A: Use the Tremor Move when on top of them and the dirt will sink into the ground. Soon afterward, a five color Banana Coin will appear. Q: I beat Creepy Castle and gave the key to K. Lumsy, so why doesn't K. Rool's mouth open? A: You have to beat all of the first 7 levels for K. Rool's mouth to open. Q: What happens when you get all 10 Battle Crowns? A: Nothing. Having all 10 just brings you closer to 101%. Q: Can you have more than 101%? A: No, 101% is the maximum. Q: I beat Hideout Helm, but I forgot to get the Banana Medals. When I went back to get them, the medals are transparent and I can't get them. Is there any way to get them? A: No, this apparently is a bug in the programming and you'll never be able to get the medals. Q: How many endings are there? A: There are two. You get one for beating the game at 101% or less. If you have 101%, an audition segment is shown after the first ending. ------------------------------------------------------------------------ 16. Multiplayer ------------------------------------------------------------------------ To unlock the Battle Mode, you must unlock at least one Kong. Go to the walkthrough for information on how to do this. Next, select the Battle Mode. You will come to a screen with the two different types of multiplayer games: Monkey Smash and Battle Arena. For Monkey Smash, you can also choose one of three levels. Monkey Smash: This is split-screen action, somewhat similar to a deathmatch. It's every Kong for him or herself in this mode. All the controls are the same for the Kongs as they are in Adventure Mode. You can damage your opponents with physical attacks, shots from your weapon or oranges. The winning conditions of Monkey Smash may be set by pressing C Up to go to the option menu. Press C Down to go back to the Character Select screen. The types are as follows: Survival: The last player standing wins. Coin Hoard: The player with the most coins at the end of time limit wins. Wins: The first player to achieve a target number of kills wins. Time: The player with the most kills at the end of the time limit wins. Capture: The player holding the DK coin at the end of the time limit wins. Capture Pad: In this mode, you must activate the pads while holding the DK coin. The first player to activate all of the pads while holding the DK coin wins. Strategies: -Above all else, know the layout of the levels. In particular, know where the homing ammo crates are and get them before your opponents can. -Don't be afraid to jump into the water to escape opponents. Just be aware that you can still be fired upon. -On the flipside, if your opponent jumps in the water, aim at the water and fire away. -Try to get the high ground so you can snipe other people. -Take occasional glances at the other player's screens to see where they are and to prevent an ambush. -Oranges are plentiful in the arenas, so don't be afraid to chuck some at opponents. -------------- Battle Arena: This is a single screen match in a circular arena, like the Battle Arena in the Adventure Mode. All the controls are the same as Adventure mode. In this mode, it's every Kong for themselves and Kremlings will appear and attack you too! Some items will appear at random during the games. They can be collected, but they have varying results and are not all beneficial. Like in Monkey Smash, the winning conditions of Battle Arena may be set by pressing C Up to go to the option menu. Press C Down to go to the Character Selection screen. The types are as follows: Wins: The first player to score the target amount of ring outs wins. Coin Hoard: The player with the most coins at the end of the time limit wins. Every time you are defeated, you lose 3 coins. Survival: The player who survives on the Arena the longest wins. Capture: The player with the DK coin at the end of the time limit wins. Time: The player with the most ring outs at the end of the time limit wins. Items in Battle Arena: -Yellow Bananas: These make you go faster. -Blue Bananas: These encase your opponent in a crystal. -Oranges: These create shockwaves when hit. -Storage Crates: These make you take out your weapon and give you a certain amount of bullets. You may not put your weapon away until you have fired all of your shots. -Crystal Coconuts: These make you incredibly large and able to crush other Kongs or Kremlings. -Melons: These refill your health. -"?" Marks: These can do any one of the things the above items do, reverse your controls or make you small. Strategies: -Make sure that you step on all of the oranges and crystal coconuts. These two items can be the most damaging to your chances of winning. -If you have step on a storage crate, don't fire all your shots at once. Instead time your shots so they all damage your opponent. -Don't underestimate the usefulness of the blue bananas to stop your opponent instantly. They also set up opponents for cheap attacks. -Don't bother getting the yellow bananas. They make you faster, but that increase in speed could send you over the edge. -Only get a "?" mark in extreme cases. If the "?" mark gives you one of the harmful effects, then you will almost certainly die or be squashed. -If you're playing Capture and your opponent has the DK coin, wait until time is almost out and then hit your opponent with a running attack so that they drop the Coin. Then quickly get it and run away from your opponent until time runs out. ------------------------------------------------------------------------ 17. Contact Information ------------------------------------------------------------------------ Feel free to e-mail me at masvega@hotmail.com if you have any questions, comments or ASCII art. But DO NOT ask me when I am going to update. I've answered when I'll update below. I WILL UPDATE WHEN I UPDATE! ------------------------------------------------------------------------ 18. Disclaimer ------------------------------------------------------------------------ This guide is copyright 1999-2000 Masvega. Donkey Kong is a copyright of Nintendo. This is an unofficial guide. If you wish to distribute this, feel free to do so as long as it remains unaltered, you give me full credit and you notify me. ------------------------------------------------------------------------ 19. Credits ------------------------------------------------------------------------ I'd like to thank: -Nintendo for releasing this game. -Rare for creating this game. -Donkeykong.com for the bios, the boss names and what is unlocked in Mystery. -CJayC for posting this FAQ. -Dallas for the name "Kasplat". -Tracy Barclay for information on the Klump. -Lickitung for some animal information. -Chris Livsey for an extra way on how to beat a Robo-Kritter. -mlwray@surfree.com for informing me that you can get a Banana Medal even if you feed bananas to Troff n' Scoff. -Jason Whitton (tyson@attitude.com) for informing me on an omission. -Stephen Campbell (spc818@mindspring.com) for a lot of info. -Curtis Hixson (SABU3@webtv.net) for telling me every non-boss enemy can be defeated with instruments. -MagicalBlaze@aol.com for telling me that Kasplats can be defeated by guns.
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