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