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Video Game FAQ Index Chris' Home Page

DKC2 FAQ

(v2.10 of 06/30/98)

Copyright © 1995-1998 by Chris Stassen

Please send any additions and corrections as feedback.


This FAQ has four major sections:

  1. Introduction (please read!)

  2. "Frequently Asked Questions" about things other than Kremkoins, Video Game Hero ("DK") coins, and miscellaneous hard-to-find items.

  3. A list of the locations of all Kremkoins and Video Game Hero ("DK") coins.

  4. Locations of other interesting objects (such as animal crates or the K-O-N-G letters) which are hidden in out-of-the-way places.


Introduction

If you have trouble with my descriptions, Nintendo operates a free (except for standard long-distance charge) "help line" that can be used from any touch-tone phone. The line's number is 425-885-7529 -- be sure you have permission from whoever is responsible for paying your phone bills! Press any key to skip the introduction. At the time of this writing, the sequence to get to DKC-2 is: press 1 (game hints), then 4 (DKC games), then 2 (DKC-2).

I also recommend the DKC2 player's guide, which is out now and costs $11. You can order it directly from Nintendo at 1-800-255-3700 (for $13.00 including shipping and handling). The guide includes more information than is available in this FAQ, and color detailed maps of every level. My copy arrived just today as I was wrapping up the FAQ.

Minor terminology note: DKC2 has two different things called "Kannon" in the manual -- (1) the upwards-pointing cannon which can take you to a bonus area (which is harmless); and (2) DKC's "Klump" carrying a cannon (who is definitely not harmless). In order to avoid confusion, I call the former "Kannon" and the latter "Klump."

Back to top of FAQ.


"Frequently Asked Questions" about things OTHER than Kremkoins, Video Game Hero ("DK") coins, and miscellaneous hard-to-find items

Questions:

  1. How do I beat the bosses?
  2. How can I tell if I've found all of the Kremkoins in a level?
  3. How can I reach things that are too high up to jump?
  4. Game Genie codes?
  5. Are there any warps or shortcuts?
  6. How can I activate "Cheat Mode"?
  7. How do I activate the animals' special powers?
  8. What good are Kremkoins?
  9. Is there a shortcut to getting all the Kremkoins?

Back to top of FAQ.


Q-1: How do I beat the bosses?

In order...

  1. Krow's Nest - Pick up the eggs that Krow throws (sometimes they will stop by themselves; others can be subdued by jumping on them while they're bouncing) and throw them at Krow when he flies low across the screen.

  2. Kleever's Kiln - Pick up the Kannonballs and throw them at Kleever (the giant sword). You must alternate sides of the pit (jumping across on the hooks very quickly) in order to get more Kannonballs and avoid being killed.

  3. Kudgel's Kontest - Throw TNT barrels at Kudgel. Avoid him (by running under him when he starts jumping around after three hits).

  4. King Zing Sting - You must hit the bee in the stinger, from the rear, six times. When he changes into a small red zinger surrounded by four circling yellow zingers, you must kill all of the yellow ones before the red one becomes vulnerable.

  5. Kreepy Krow - Dodge the ghost mini-Necky's. Hit Krow with the barrel that appears after you jump on the solid mini-Necky. Repeat until some hooks appear, then climb to the next part of the challenge. Dodge the falling eggs while climbing to a barrel, that will take you to a platform where you will battle Krow again.

  6. Stronghold Showdown - Just walk into the room.

  7. K. Rool Duel - Dodge the shots from the gun, and avoid K. Rool when he rockets across the room. When he uses the gun as a vacuum cleaner, throw a Kannonball into it. Repeat a couple of times.

Back to Question index or top of FAQ.


Q-2: How can I tell if I've found all of the Kremkoins in a level?

On the map screen, a level is marked with an exclamation point once there are no undiscovered Kremkoins remaining in it.

(e.g., "Pirate Panic" becomes "Pirate Panic!")

Back to Question index or top of FAQ.


Q-3: How can I reach things that are too high up to jump?

You can reach objects or platforms that are just out of jumping range by "teaming up." When you have both Diddy and Dixie, press the "A" button once to pick up the other monkey. While holding "up" on the directional pad, press the "Y" button to throw the other monkey upwards. You can also do this while jumping.

Back to Question index or top of FAQ.


Q-4: Game Genie codes?

IMPORTANT NOTE: DKC2 has copy protection. It detects the the Game Genie and (thinking that it is a game copying device) refuses to operate. The first code, which takes up three lines, must be entered to disable this protection. Any of the remaining codes may then be entered in the two remaining slots.

The following text is, per Galoob's requirements, unmodified. I have added a few notes to the original text (e.g., section headings) but these are set off in square brackets "[]". Everything else is Galoob's original text.

	-- Begin excerpt from Galoob --

(c) 1994 Lewis Galoob Toys, Inc. All Rights Reserved.  Excerpts from
Game Genie(tm) Code Updates made available for the private use of
Game Genie owners. NO COMMERCIAL USE WITHOUT AUTHORIZATION. This file
may be freely distributed FOR PRIVATE, NON-COMMERCIAL USE as long as
it is not altered and all text remains intact.

Game Genie is a product of Lewis Galoob Toys, Inc., and is not
manufactured, distributed or endorsed by Nintendo of America Inc.
Super NES is a trademark of Nintendo of America Inc. Game titles are
trademarks of their respective owners.

Game Genie is a trademark of Lewis Galoob Toys, Inc.
U.S. Patent No. 5,112,051.

    Donkey Kong Country 2: Diddy's Kong Quest(tm) Game

THERE ARE 2 VERSIONS OF THIS GAME. IF THE FIRST CODE DOESN'T WORK ON
YOUR GAME, THEN TRY THE SECOND CODE


   [First code]  [Alternate]
   ------------  -----------

1.   E6EE-A7D7 / E6EE-A7D7     \
   + 6DAF-12EB / 6DA4-1A8B	| Master code - must be entered
   + 6D8D-C33E / 6D8F-C33E     /

		[Codes for lives]

2.   C2A1-CE5B / C2A5-C37B	Infinite lives
3.   D465-3D67 / D46C-3D07	Start with 3 lives
4.   DB65-3D67 / DB6C-3D07	Start with 10 lives
5.   F665-3D67 / F66C-3D07	Start with 25 lives
6.   7F65-3D67 / 7F6C-3D07	Start with 50 lives
7.   1765-3D67 / 176C-3D07	Start with 99 lives
8.   D4A1-437C / D4A5-4AEC	Getting 100 bananas gives you 2 extra lives
9.   D9A1-437C / D9A5-4AEC	Getting 100 bananas gives you 5 extra lives
10.  EEC2-1A1D / EECC-CA4D	When last monkey is hit, other one returns

	[Note that code #10 only keeps you from losing your last monkey
	 when playing Diddy and Dixie.	It does NOT keep you from dying
	 when playing one of the animal characters or when being carried
	 by Squawks.  It also does not keep you from dying from falling
	 off the bottom of the screen.

	 Code #10 does not work well in the roller-coaster levels,
	 especially the one with Kackle (the big skeleton/ghost).
	 After "dying," the monkeys will re-appear running beside the
	 roller coaster car, and may be unable to enter any "tunnel,"
	 including bonus areas and the end of the level.]

11.  DD6C-C7D4 / DD62-C4A4	Pressing Select while paused exits any
				level, not just completed ones

		[Codes for coins]

	[I don't know what it means when there is no alternate
	 code specified.  It could be that the first code works
	 on both versions of the cartridge.]

12.  626D-4EBD			Start with more Kong Family Coins
13.  C2B9-1297 / C2B1-13F7	Kong Family Coins don't get used up
14.  626D-432D			Start a new game with more Kremcoins
15.  C2B9-1297 / C2B1-1A27	Kremcoins don't get used up

		[Codes for Diddy jumps]

16.  EDD0-735A			Mega-jump for Diddy
17.  E7D0-735A			Super-jump for Diddy
18.  E1D0-735A			Diddy jumps higher
19.  EBD0-735A			Diddy doesn't jump as high
20.  ECD0-735A			Diddy jumps much lower

		[Codes for Dixie jumps]

21.  EDD7-5AEA			Mega-jump for Dixie
22.  E7D7-5AEA			Super-jump for Dixie
23.  E5D7-5AEA			Dixie jumps higher
24.  EBD7-5AEA			Dixie doesn't jump as high
25.  ECD7-5AEA			Dixie jumps much lower

		[Codes for Rambi jumps]

26.  EFDD-535A			Mega-jump for Rambi
27.  E7DD-535A			Super-jump for Rambi
28.  E5DD-535A			Rambi jumps higher
29.  ECDD-535A			Rambi doesn't jump as high

Donkey Kong Country 2: Diddy's Kong Quest and related names are
trademarks of Nintendo of America Inc.

	-- End excerpt from Galoob --
Back to Question index or top of FAQ.


Q-5: Are there any warps or shortcuts?

There is a shortcut in every level in the first two worlds (Gangplank Galleon and Crocodile Cauldron). Generally, these shortcuts are invisible barrel cannons very near the entrance, which direct you to a room with some bananas. The room exits at the end target.

Pirate Panic (in Gangplank Galleon):

The warp barrel is above the first barrel that you can stand on from the entrance (a few screens past the first DK barrel). Use the team-up throw to reach it.

Mainbrace Mayhem (in Gangplank Galleon):

The warp barrel is aligned with the mast at the entry point, below the sail. Use Dixie's helicopter jump to float under the sail and back to the left.

Gangplank Galley (in Gangplank Galleon):

The warp barrel is above the second-highest barrel in the stack at the entry. Use the team-up throw to reach it.

Lockjaw's Locker (in Gangplank Galleon):

After the water level rises, head back to the left and follow the ceiling. The barrel is in an opening that is two squares high and one square wide.

Topsail Trouble (in Gangplank Galleon):

The warp barrel is below the sail that you start on, just about aligned with the mast. Use Dixie's helicopter jump to reach it.

Hot-Head Hop (in Crocodile Cauldron):

The warp barrel is above the entry. Team-up to jump above the entry door, then team-up to jump from there.

[Thanks to: Dave Kliman]

Kannon's Klaim (in Crocodile Cauldron):

The warp barrel is below the left-hand edge of the third platform. Use Dixie's helicopter jump from the platform to get there.

Lava Lagoon (in Crocodile Cauldron):

The warp barrel is up near the ceiling about even with the first large, seaweed-covered crate on the floor. Team-up and throw upwards to reach it.

Red-Hot Ride (in Crocodile Cauldron):

The warp barrel is above the first steam jet to the right of [K]. Use the team-up throw to reach it.

Squawk's Shaft (in Crocodile Cauldron):

The warp barrel is under the right-hand platform at the bottom of the level; use Dixie's helicopter jump to float over the banana coin and to the extreme right.

[Thanks to: Dave Kliman]

Parrot Chute Panic (in Gloomy Gulch):

When you reach a crate, use it to break open a nearby wall. This one isn't a real "warp" because it doesn't skip the entire level.

Rickety Race (in Krazy Kremland):

Hold "LEFT" on the controller to get a secret green "+" barrel at the start of the race. Break the barrel to move very quickly through the level.

This one isn't a real "warp" because it doesn't skip the entire level.

[Thanks to: Dave Kliman]

Back to Question index or top of FAQ.


Q-6: How can I activate "Cheat Mode"?

To get the "Cheat Mode" selection:

Start to play an empty (or erased) game. You will be given a screen which presents three modes of play (one player, two player cooperative, two player competitive).

Go to the bottom selection and press "down" on the control pad about five or six times. You will get a "Sound Test" selection, which permits you (with left or right on the control pad) to cycle through all of the musical selections that the game offers.

Press "down" on the control pad about five or six more times, and you will get a "Cheat Mode" selection.

Codes:

I've been told of two controller codes in E-mail (it has been claimed on the net that there are three in total). I have not tried them myself, but they are:

"YA SAD LAD" -- Y A <select> A <down> <left> A <down>

... start the game with 50 lives

"BARRAL AX" -- B A <right> <right> A <left> A X

... start with both Diddy and Dixie, removes all of the "DK" barrels in the game.

NOTE: If you enter both codes, you will always begin the stage with both Diddy and Dixie, even if you only had one when you died.

[Thanks to: kareem12]

Back to Question index or top of FAQ.


Q-7: How do I activate the animals' special powers?

Press and hold the "A" button for a while.

It will enable Enguarde (the swordfish) or Rambi (the rhino) to charge and break open some walls. It will enable Rattly (the snake) to jump extra high.

Squitter (the spider) and Squawks (the parrot) don't have special attacks that require holding of the "A" button.

Back to Question index or top of FAQ.


Q-8: What good are Kremkoins?

You must collect all 75 Kremkoins in the game in order to complete it. Each 15 Kremkoins can be used to pay Klubba at one of his five locations, which will allow you to get to one of the (very difficult!) "Lost World" areas.

Back to Question index or top of FAQ.


Q-9: Is there a shortcut to getting all the Kremkoins?

According to Al Amaloo (www.gamewinners.com), there is a way to collect a single token worth 75 Kremkoins:

Begin play in Pirate Panic and enter K. Rool's Cabin. Leave the cabin, jump over the two bananas, take the bunch that are on top of the barrels, and return to the cabin. Take the red balloon, leave the cabin, jump over the two bananas, and grab the same bunch again. Upon returning to the cabin, a token worth 75 Kremkoins will be inside.

Back to Question index or top of FAQ.


Location of all Kremkoins and Video Game Hero (DK) coins

Following are short descriptions of the locations of all Kremkoins and "DK" coins.

Index:

  1. Gangplank Galleon
  2. Crocodile Cauldron
  3. Krem Quay
  4. Krazy Kremland
  5. Gloomy Gulch
  6. K. Rool's Keep
  7. The Flying Kroc
  8. Lost World
  9. General information and strategy tips
  10. Kinds of bonus areas
Back to top of FAQ.


C-1. Gangplank Galleon

There are 5 DK coins and 11 Kremkoins to collect here.

Back to Location index or top of FAQ.


C-2. Crocodile Cauldron

There are 5 DK coins and 13 Kremkoins to collect here.

Back to Location index or top of FAQ.


C-3. Krem Quay

There are 6 DK coins and 13 Kremkoins to collect here.

Back to Location index or top of FAQ.


C-4. Krazy Kremland

There are 6 DK coins and 12 Kremkoins to collect here.

Back to Location index or top of FAQ.


C-5. Gloomy Gulch

There are 5 DK coins and 12 Kremkoins to collect here.

Back to Location index or top of FAQ.


C-6. K. Rool's Keep

There are 6 DK coins and 12 Kremkoins to collect here.

Back to Location index or top of FAQ.


C-7. The Flying Kroc

There are 1 DK coin and 2 Kremkoins to collect here.

Back to Location index or top of FAQ.


C-8. Lost World

There are 5 DK coins to collect here.

Back to Location index or top of FAQ.


C-9. General notes and strategy hints

Entries to all bonus areas are either doorways, bonus barrels, or Kannons. Doorways can be opened by throwing a barrel at them, or by using some of the animals' special attacks. To enter the bonus area through a Kannon, you must carry a Kannonball in with you.

Back to Location index or top of FAQ.


C-10. Kinds of bonus areas

FIND
The Kremkoin is hidden somewhere and you must find it. There are two basic variants:

DESTROY
You must kill all enemies in the bonus area to make the Kremkoin appear.

COLLECT
You must collect most or all of the stars in the bonus area to make the Kremkoin appear. (The number of stars which you must still collect is given in the upper left corner of the screen. When the counter reaches zero the Kremkoin will appear in its fixed location.)
Back to Location index or top of FAQ.


Location of other interesting hard-to-find objects

Following are short, semi-vague descriptions of other useful but hard-to-find objects.
Index:
  1. Gangplank Galleon
  2. Crocodile Cauldron
  3. Krem Quay
  4. Krazy Kremland
  5. Gloomy Gulch
  6. K. Rool's Keep
  7. The Flying Kroc
  8. Lost World
Back to top of FAQ.


L-1. Gangplank Galleon

Back to Location index or top of FAQ.


L-2. Crocodile Cauldron

Back to Location index or top of FAQ.


L-3. Krem Quay

Back to Location index or top of FAQ.


L-4. Krazy Kremland

Back to Location index or top of FAQ.


L-5. Gloomy Gulch

Back to Location index or top of FAQ.


L-6. K. Rool's Keep

Back to Location index or top of FAQ.


L-7. The Flying Kroc

Back to Location index or top of FAQ.


L-8. Lost World

Back to Location index or top of FAQ.


END FAQ


Video Game FAQ Index Chris' Home Page

Robot Bait.  Don't Click.
Donkey Kong Country 2 (DKC2) FAQ Video Game FAQ Index Chris' Home Page

DKC2 FAQ

(v2.10 of 06/30/98)

Copyright © 1995-1998 by Chris Stassen

Please send any additions and corrections as feedback.


This FAQ has four major sections:

  1. Introduction (please read!)

  2. "Frequently Asked Questions" about things other than Kremkoins, Video Game Hero ("DK") coins, and miscellaneous hard-to-find items.

  3. A list of the locations of all Kremkoins and Video Game Hero ("DK") coins.

  4. Locations of other interesting objects (such as animal crates or the K-O-N-G letters) which are hidden in out-of-the-way places.


Introduction

If you have trouble with my descriptions, Nintendo operates a free (except for standard long-distance charge) "help line" that can be used from any touch-tone phone. The line's number is 425-885-7529 -- be sure you have permission from whoever is responsible for paying your phone bills! Press any key to skip the introduction. At the time of this writing, the sequence to get to DKC-2 is: press 1 (game hints), then 4 (DKC games), then 2 (DKC-2).

I also recommend the DKC2 player's guide, which is out now and costs $11. You can order it directly from Nintendo at 1-800-255-3700 (for $13.00 including shipping and handling). The guide includes more information than is available in this FAQ, and color detailed maps of every level. My copy arrived just today as I was wrapping up the FAQ.

Minor terminology note: DKC2 has two different things called "Kannon" in the manual -- (1) the upwards-pointing cannon which can take you to a bonus area (which is harmless); and (2) DKC's "Klump" carrying a cannon (who is definitely not harmless). In order to avoid confusion, I call the former "Kannon" and the latter "Klump."

Back to top of FAQ.


"Frequently Asked Questions" about things OTHER than Kremkoins, Video Game Hero ("DK") coins, and miscellaneous hard-to-find items

Questions:

  1. How do I beat the bosses?
  2. How can I tell if I've found all of the Kremkoins in a level?
  3. How can I reach things that are too high up to jump?
  4. Game Genie codes?
  5. Are there any warps or shortcuts?
  6. How can I activate "Cheat Mode"?
  7. How do I activate the animals' special powers?
  8. What good are Kremkoins?
  9. Is there a shortcut to getting all the Kremkoins?

Back to top of FAQ.


Q-1: How do I beat the bosses?

In order...

  1. Krow's Nest - Pick up the eggs that Krow throws (sometimes they will stop by themselves; others can be subdued by jumping on them while they're bouncing) and throw them at Krow when he flies low across the screen.

  2. Kleever's Kiln - Pick up the Kannonballs and throw them at Kleever (the giant sword). You must alternate sides of the pit (jumping across on the hooks very quickly) in order to get more Kannonballs and avoid being killed.

  3. Kudgel's Kontest - Throw TNT barrels at Kudgel. Avoid him (by running under him when he starts jumping around after three hits).

  4. King Zing Sting - You must hit the bee in the stinger, from the rear, six times. When he changes into a small red zinger surrounded by four circling yellow zingers, you must kill all of the yellow ones before the red one becomes vulnerable.

  5. Kreepy Krow - Dodge the ghost mini-Necky's. Hit Krow with the barrel that appears after you jump on the solid mini-Necky. Repeat until some hooks appear, then climb to the next part of the challenge. Dodge the falling eggs while climbing to a barrel, that will take you to a platform where you will battle Krow again.

  6. Stronghold Showdown - Just walk into the room.

  7. K. Rool Duel - Dodge the shots from the gun, and avoid K. Rool when he rockets across the room. When he uses the gun as a vacuum cleaner, throw a Kannonball into it. Repeat a couple of times.

Back to Question index or top of FAQ.


Q-2: How can I tell if I've found all of the Kremkoins in a level?

On the map screen, a level is marked with an exclamation point once there are no undiscovered Kremkoins remaining in it.

(e.g., "Pirate Panic" becomes "Pirate Panic!")

Back to Question index or top of FAQ.


Q-3: How can I reach things that are too high up to jump?

You can reach objects or platforms that are just out of jumping range by "teaming up." When you have both Diddy and Dixie, press the "A" button once to pick up the other monkey. While holding "up" on the directional pad, press the "Y" button to throw the other monkey upwards. You can also do this while jumping.

Back to Question index or top of FAQ.


Q-4: Game Genie codes?

IMPORTANT NOTE: DKC2 has copy protection. It detects the the Game Genie and (thinking that it is a game copying device) refuses to operate. The first code, which takes up three lines, must be entered to disable this protection. Any of the remaining codes may then be entered in the two remaining slots.

The following text is, per Galoob's requirements, unmodified. I have added a few notes to the original text (e.g., section headings) but these are set off in square brackets "[]". Everything else is Galoob's original text.

	-- Begin excerpt from Galoob --

(c) 1994 Lewis Galoob Toys, Inc. All Rights Reserved.  Excerpts from
Game Genie(tm) Code Updates made available for the private use of
Game Genie owners. NO COMMERCIAL USE WITHOUT AUTHORIZATION. This file
may be freely distributed FOR PRIVATE, NON-COMMERCIAL USE as long as
it is not altered and all text remains intact.

Game Genie is a product of Lewis Galoob Toys, Inc., and is not
manufactured, distributed or endorsed by Nintendo of America Inc.
Super NES is a trademark of Nintendo of America Inc. Game titles are
trademarks of their respective owners.

Game Genie is a trademark of Lewis Galoob Toys, Inc.
U.S. Patent No. 5,112,051.

    Donkey Kong Country 2: Diddy's Kong Quest(tm) Game

THERE ARE 2 VERSIONS OF THIS GAME. IF THE FIRST CODE DOESN'T WORK ON
YOUR GAME, THEN TRY THE SECOND CODE


   [First code]  [Alternate]
   ------------  -----------

1.   E6EE-A7D7 / E6EE-A7D7     \
   + 6DAF-12EB / 6DA4-1A8B	| Master code - must be entered
   + 6D8D-C33E / 6D8F-C33E     /

		[Codes for lives]

2.   C2A1-CE5B / C2A5-C37B	Infinite lives
3.   D465-3D67 / D46C-3D07	Start with 3 lives
4.   DB65-3D67 / DB6C-3D07	Start with 10 lives
5.   F665-3D67 / F66C-3D07	Start with 25 lives
6.   7F65-3D67 / 7F6C-3D07	Start with 50 lives
7.   1765-3D67 / 176C-3D07	Start with 99 lives
8.   D4A1-437C / D4A5-4AEC	Getting 100 bananas gives you 2 extra lives
9.   D9A1-437C / D9A5-4AEC	Getting 100 bananas gives you 5 extra lives
10.  EEC2-1A1D / EECC-CA4D	When last monkey is hit, other one returns

	[Note that code #10 only keeps you from losing your last monkey
	 when playing Diddy and Dixie.	It does NOT keep you from dying
	 when playing one of the animal characters or when being carried
	 by Squawks.  It also does not keep you from dying from falling
	 off the bottom of the screen.

	 Code #10 does not work well in the roller-coaster levels,
	 especially the one with Kackle (the big skeleton/ghost).
	 After "dying," the monkeys will re-appear running beside the
	 roller coaster car, and may be unable to enter any "tunnel,"
	 including bonus areas and the end of the level.]

11.  DD6C-C7D4 / DD62-C4A4	Pressing Select while paused exits any
				level, not just completed ones

		[Codes for coins]

	[I don't know what it means when there is no alternate
	 code specified.  It could be that the first code works
	 on both versions of the cartridge.]

12.  626D-4EBD			Start with more Kong Family Coins
13.  C2B9-1297 / C2B1-13F7	Kong Family Coins don't get used up
14.  626D-432D			Start a new game with more Kremcoins
15.  C2B9-1297 / C2B1-1A27	Kremcoins don't get used up

		[Codes for Diddy jumps]

16.  EDD0-735A			Mega-jump for Diddy
17.  E7D0-735A			Super-jump for Diddy
18.  E1D0-735A			Diddy jumps higher
19.  EBD0-735A			Diddy doesn't jump as high
20.  ECD0-735A			Diddy jumps much lower

		[Codes for Dixie jumps]

21.  EDD7-5AEA			Mega-jump for Dixie
22.  E7D7-5AEA			Super-jump for Dixie
23.  E5D7-5AEA			Dixie jumps higher
24.  EBD7-5AEA			Dixie doesn't jump as high
25.  ECD7-5AEA			Dixie jumps much lower

		[Codes for Rambi jumps]

26.  EFDD-535A			Mega-jump for Rambi
27.  E7DD-535A			Super-jump for Rambi
28.  E5DD-535A			Rambi jumps higher
29.  ECDD-535A			Rambi doesn't jump as high

Donkey Kong Country 2: Diddy's Kong Quest and related names are
trademarks of Nintendo of America Inc.

	-- End excerpt from Galoob --
Back to Question index or top of FAQ.


Q-5: Are there any warps or shortcuts?

There is a shortcut in every level in the first two worlds (Gangplank Galleon and Crocodile Cauldron). Generally, these shortcuts are invisible barrel cannons very near the entrance, which direct you to a room with some bananas. The room exits at the end target.

Pirate Panic (in Gangplank Galleon):

The warp barrel is above the first barrel that you can stand on from the entrance (a few screens past the first DK barrel). Use the team-up throw to reach it.

Mainbrace Mayhem (in Gangplank Galleon):

The warp barrel is aligned with the mast at the entry point, below the sail. Use Dixie's helicopter jump to float under the sail and back to the left.

Gangplank Galley (in Gangplank Galleon):

The warp barrel is above the second-highest barrel in the stack at the entry. Use the team-up throw to reach it.

Lockjaw's Locker (in Gangplank Galleon):

After the water level rises, head back to the left and follow the ceiling. The barrel is in an opening that is two squares high and one square wide.

Topsail Trouble (in Gangplank Galleon):

The warp barrel is below the sail that you start on, just about aligned with the mast. Use Dixie's helicopter jump to reach it.

Hot-Head Hop (in Crocodile Cauldron):

The warp barrel is above the entry. Team-up to jump above the entry door, then team-up to jump from there.

[Thanks to: Dave Kliman]

Kannon's Klaim (in Crocodile Cauldron):

The warp barrel is below the left-hand edge of the third platform. Use Dixie's helicopter jump from the platform to get there.

Lava Lagoon (in Crocodile Cauldron):

The warp barrel is up near the ceiling about even with the first large, seaweed-covered crate on the floor. Team-up and throw upwards to reach it.

Red-Hot Ride (in Crocodile Cauldron):

The warp barrel is above the first steam jet to the right of [K]. Use the team-up throw to reach it.

Squawk's Shaft (in Crocodile Cauldron):

The warp barrel is under the right-hand platform at the bottom of the level; use Dixie's helicopter jump to float over the banana coin and to the extreme right.

[Thanks to: Dave Kliman]

Parrot Chute Panic (in Gloomy Gulch):

When you reach a crate, use it to break open a nearby wall. This one isn't a real "warp" because it doesn't skip the entire level.

Rickety Race (in Krazy Kremland):

Hold "LEFT" on the controller to get a secret green "+" barrel at the start of the race. Break the barrel to move very quickly through the level.

This one isn't a real "warp" because it doesn't skip the entire level.

[Thanks to: Dave Kliman]

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Q-6: How can I activate "Cheat Mode"?

To get the "Cheat Mode" selection:

Start to play an empty (or erased) game. You will be given a screen which presents three modes of play (one player, two player cooperative, two player competitive).

Go to the bottom selection and press "down" on the control pad about five or six times. You will get a "Sound Test" selection, which permits you (with left or right on the control pad) to cycle through all of the musical selections that the game offers.

Press "down" on the control pad about five or six more times, and you will get a "Cheat Mode" selection.

Codes:

I've been told of two controller codes in E-mail (it has been claimed on the net that there are three in total). I have not tried them myself, but they are:

"YA SAD LAD" -- Y A <select> A <down> <left> A <down>

... start the game with 50 lives

"BARRAL AX" -- B A <right> <right> A <left> A X

... start with both Diddy and Dixie, removes all of the "DK" barrels in the game.

NOTE: If you enter both codes, you will always begin the stage with both Diddy and Dixie, even if you only had one when you died.

[Thanks to: kareem12]

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Q-7: How do I activate the animals' special powers?

Press and hold the "A" button for a while.

It will enable Enguarde (the swordfish) or Rambi (the rhino) to charge and break open some walls. It will enable Rattly (the snake) to jump extra high.

Squitter (the spider) and Squawks (the parrot) don't have special attacks that require holding of the "A" button.

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Q-8: What good are Kremkoins?

You must collect all 75 Kremkoins in the game in order to complete it. Each 15 Kremkoins can be used to pay Klubba at one of his five locations, which will allow you to get to one of the (very difficult!) "Lost World" areas.

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Q-9: Is there a shortcut to getting all the Kremkoins?

According to Al Amaloo (www.gamewinners.com), there is a way to collect a single token worth 75 Kremkoins:

Begin play in Pirate Panic and enter K. Rool's Cabin. Leave the cabin, jump over the two bananas, take the bunch that are on top of the barrels, and return to the cabin. Take the red balloon, leave the cabin, jump over the two bananas, and grab the same bunch again. Upon returning to the cabin, a token worth 75 Kremkoins will be inside.

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Location of all Kremkoins and Video Game Hero (DK) coins

Following are short descriptions of the locations of all Kremkoins and "DK" coins.

Index:

  1. Gangplank Galleon
  2. Crocodile Cauldron
  3. Krem Quay
  4. Krazy Kremland
  5. Gloomy Gulch
  6. K. Rool's Keep
  7. The Flying Kroc
  8. Lost World
  9. General information and strategy tips
  10. Kinds of bonus areas
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C-1. Gangplank Galleon

There are 5 DK coins and 11 Kremkoins to collect here.

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C-2. Crocodile Cauldron

There are 5 DK coins and 13 Kremkoins to collect here.

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C-3. Krem Quay

There are 6 DK coins and 13 Kremkoins to collect here.

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C-4. Krazy Kremland

There are 6 DK coins and 12 Kremkoins to collect here.

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C-5. Gloomy Gulch

There are 5 DK coins and 12 Kremkoins to collect here.

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C-6. K. Rool's Keep

There are 6 DK coins and 12 Kremkoins to collect here.

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C-7. The Flying Kroc

There are 1 DK coin and 2 Kremkoins to collect here.

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C-8. Lost World

There are 5 DK coins to collect here.

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C-9. General notes and strategy hints

Entries to all bonus areas are either doorways, bonus barrels, or Kannons. Doorways can be opened by throwing a barrel at them, or by using some of the animals' special attacks. To enter the bonus area through a Kannon, you must carry a Kannonball in with you.

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C-10. Kinds of bonus areas

FIND
The Kremkoin is hidden somewhere and you must find it. There are two basic variants:

  • The bonus area is rather large, the coin is quite a distance away, and you have to get to it;

  • The bonus area is very small but the coin is in a chest that must be opened (sometimes there are many chests and you must pick the right one, other times there is a single chest that takes many "hits" to open).

DESTROY
You must kill all enemies in the bonus area to make the Kremkoin appear.

COLLECT
You must collect most or all of the stars in the bonus area to make the Kremkoin appear. (The number of stars which you must still collect is given in the upper left corner of the screen. When the counter reaches zero the Kremkoin will appear in its fixed location.)
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Location of other interesting hard-to-find objects

Following are short, semi-vague descriptions of other useful but hard-to-find objects.
Index:
  1. Gangplank Galleon
  2. Crocodile Cauldron
  3. Krem Quay
  4. Krazy Kremland
  5. Gloomy Gulch
  6. K. Rool's Keep
  7. The Flying Kroc
  8. Lost World
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L-1. Gangplank Galleon

Back to Location index or top of FAQ.


L-2. Crocodile Cauldron

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L-3. Krem Quay

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L-4. Krazy Kremland

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L-5. Gloomy Gulch

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L-6. K. Rool's Keep

Back to Location index or top of FAQ.


L-7. The Flying Kroc

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L-8. Lost World

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END FAQ


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