@@@@@@@@@@@@ @@@@@@@ @@@ @@@@@@@@@@@ @@@@@@@@@@@@ @@@ @@@@@ @;;;;;;;;;;;@@ @@;;;;;;;@@@;;@@ @;;;@@;;;;@ @;;;@;;;;;;;@@;;;@ @;;;;;@ @;@@@@@@@@@@;;@@;@@@@@@@@;;@@@;;@@ @;@;@ @;@@;@ @;@@;@@;@@@@@ @;@;@;@@@;@ @@;@@;;@@@@@@@;@@@@@@;;@@@@;@@@@;;@@;@;@ @;@@;@@;@@;@;@;@ @;@@@@@;@ @;@@;@;@@@@@@;@@@@@;@@;@@@;@@@@@@;@;@;@ @;@@;@;@@;@@;@;@@@@@ @;@@@;@ @;@@;;@@@@@@@;@@@@@@;;@@@@;@@@@@@@;@@;@ @;@@@@@@;@ @;@;;;;;@ @;@@;@ @@;@@@@@@@@@@;@@@@@@@@@@@@;@@@;;;@@@@;@ @;@@@;;@@;@@;@;@@@@@ @@;@@;@ @;@@@@@@@@@@;@@@@@@@@@@@@;@@;@@@;;@@;@ @;@@;@@;@@;@;@;@ @;;@@;@ @;@@@@@@@@;;@@;;@@@@@@@;;@@@;@ @@;@;@@;@@@;@ @;@@;@@;@@@@@@;@@;@ @;;;;;;;;;@@ @@;;;;;;;@@;;;;@ @;;@@;;;;;@ @;;;@;;;;;;@@;;@ @@@@@@@@@@ @@@@@@@ @@@@@ @@@@@@@@@@ @@@@@@@@@@@ @@ @@@@@@ @@@@ @@@@@@@ @@@ @@@@@ @@@@@@ @@@@@ @@@@@@ @;@@;@ @;@@;@@@;;;;;;@@ @;;@@ @;;;@ @@@@@@@;@@ @;;;;;@ @;;;;;@ @;@@;@ @;@@;@;;;@@@@@@;;@@;@;;@@ @;@;@@@@@@@@@;;@ @@;;;;;@ @;;;;;;@ @;@@;@ @;@@;@;@@@@@@;;@@@;@;@@@;;@@;@;@@@@;@ @@@ @@;;;;;@ @;;;;@;;@ @;@@;@@;@@;@@;@@@@@;@@;@@;@;@@@@@;@;@;@@@;@ @@;;;;;;@ @;;;;@@;;@ @;@@@;;@@;@ @;@@@@@@;;@@@;@;@@@@@@;@@;@@@;@ @@@@@@;;;;;;@@@ @;;;;@ @;;@@@@ @;@@@;;@@;@ @;@@@@@@@@@@@;@;@@;;;@@@@;@@@;@ @;@@;;;;;;;;;;@@;;;@@@@;;;;;@ @;@@;@@;@@;@ @;;@@@@@@@@@;@;@;@@@;;@@;@@@@;@@@@@@;@;;;;;;;;;;;;;@@;;;;;;;;;;@ @;@@;@ @;@@;@@@@;;@@@@@;;@;@@;@ @@;@;@@@@@;;;;;;@@;;;;;;;@@@;;;;;@@;;;;;;;;@ @;;;;@ @;@@;@ @@;;;;;@@;;;;;@ @;;@ @@@@@@@@@@@;;;;;@@@ @@@;;;;@@@;;;;@@@ @@@@@@ @@@@@ @@@@@ @@@@@ @@@ @@@@@@@ @;;;;;;@ @ @;;;;;@ @;;;;@ @;;;;@@@ @@@;;;@ @;;;;@ @@;;;;;;;;;;;@ @;;;;@ @@;;;;;;;;@ @;;;@ @@@@@@@@ @@@@ "Donkey Kong 64" o------------------------------------------------------------------------------o | ~~FAQ/Walkthrough~~ | | ~~Created September 12, 2007~~ | o------------------------o---------------------------o--------------o----------o | RATED E (FOR EVERYONE) | "By Kroc The Doc" | Version 1.00 |NINTENDO64| o------------------------o---------------------------o--------------o----------o ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | | Table of Contents | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o |Ch.#| Name of Chapter/Section | Search | Description | o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o |(01)| Version History | VERS | A description of the FAQ updates. | o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o |(02)| Introduction | INTR | An introduction to this FAQ. | o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o |(03)| Game Basics | BASICS | Basic information about the game. | o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o | 3a | Story | STOR | The game's story. | | 3b | Controls |CONTROLS| How to control your Kongs. | | 3c | Item List | ITEM | A list of items found in the game. | | 3d | Move List | MOVE | A list of moves you'll learn. | | 3e | Enemy List |ENMYLIST| A list of enemies found in the game.| | 3f | Character List | CHARAC | A list of the game's characters. | o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o |(04)| Walkthrough |WALKTHRU| How to beat this game 100%. | o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o | 4a | Opening Sequence |SEQUENCE| A description of the opening. | | 4b | Training Area | TRAIN1 | Learning basic moves and a new move.| | 4c | DK Isle | ISLE01 | Exploring the isle. | | 4d | K. Lumsy's Cave | LUMSY1 | Meeting K. Lumsey, who opens worlds.| | 4e | DK Isle | ISLE02 | Going to Jungle Japes. | | 4f | Jungle Japes | JAPES1 | The first world. | | 4g | DK Isle | ISLE03 | Going to K. Lumsey's. | | 4h | K. Lumsy's Cave | LUMSY2 | Giving him the first Boss Key. | | 4i | DK Isle | ISLE04 | Going to Angry Aztec. | | 4j | Angry Aztec | AZTEC1 | The second world. | | 4k | DK Isle | ISLE05 | Going to K. Lumsey's. | | 4l | K. Lumsy's Cave | LUMSY3 | Giving him the second Boss Key. | | 4m | DK Isle | ISLE06 | Going to Banana Fairy Island. | | 4n | Banana Fairy Throne Room | FAIRY1 | Meeting the Banana Fairy Queen. | | 4o | DK Isle | ISLE07 | Going back to the Training Area. | | 4p | Training Area | TRAIN2 | Uncovering a DK dirt pile. | | 4q | DK Isle | ISLE08 | Going to Frantic Facotry. | | 4r | Frantic Factory | FACT | The third world. | | 4s | DK Isle | ISLE09 | Going back to Jungle Japes. | | 4t | Jungle Japes | JAPES2 | Finishing Jungle Japes. | | 4u | DK Isle | ISLE10 | Going back to Angry Aztec. | | 4v | Angry Aztec | AZTEC2 | Finishing Angry Aztec. | | 4w | DK Isle | ISLE11 | Going back to Angry Aztec. | | 4x | Gloomy Galleon | GLOOMY | The fourth world. | | 4y | DK Isle | ISLE12 | Going to K. Lumsey's. | | 4z | K. Lumsy's Cave | LUMSY4 | Giving him Boss Keys three and four.| | 4aa| DK Isle | ISLE13 | Going to Fungi Forest. | | 4bb| Fungi Forest | FUNGI1 | The fifth world. | | 4cc| DK Isle | ISLE14 | Going to K. Lumsey's. | | 4dd| K. Lumsey's Cave | LUMSY5 | Giving him the fifth Boss Key. | | 4ee| DK Isle | ISLE15 | Going to Crystal Caves. | | 4ff| Crystal Caves | CAVE | The sixth world. | | 4gg| DK Isle | ISLE16 | Going back to Fungi Forest. | | 4hh| Fungi Forest | FUNGI2 | Getting the last Golden Banana. | | 4ii| DK Isle | ISLE17 | Going to Creepy Castle. | | 4jj| Creepy Castle | CASTLE | The seventh and last world. | | 4kk| DK Isle | ISLE18 | Going to K. Lumsey's. | | 4ll| K. Lumsy's Cave | LUMSY | Giving him Boss Keys six and seven. | | 4mm| DK Isle | ISLE19 | Going to Hideout Helm. | | 4nn| Hideout Helm | HELM | Deactivating the Blast-o-Matic. | | 4oo| DK Isle | ISLE20 | Going to K. Lumsey's. | | 4pp| K. Lumsy's Cave | LUMSY | Giving him Boss Key eight. | | 4qq| DK Isle | ISLE21 | Going back to Banana Fairy Island. | | 4rr| Banana Fairy Throne Room | FAIRY2 | Getting the 201st Golden Banana. | | 4ss| DK Isle | ISLE22 | Finding the Flying Kroc. | | 4tt| The Flying Kroc | K.ROOL | Defeating K. Roll once and for all. | | 4uu| Ending | ENDING | The game's ending sequence. | o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o |(05)| Appendicies | APPEND | The FAQ's closing chapters. | o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o | 5a | Mystery Mode |MYSTERYM| The Banana Fairy secrets. | | 5b | Multiplayer Mode | MULTIP | The bonus multiplayer mode. | | 5c | DK Bonus | DK | The bonus games in DK Bonus Mode. | | 5d | Banana Bunch Coins | COIN | The locations of the banana coins. | | 5e | Secrets | SECRET | Secrets hidden in DK64. | | 4f | Legal Disclaimer |DISCLAIM| The legal info about this FAQ. | | 4g | Contact Information |CONTACTS| READ THIS BEFORE CONTACTING ME! | | 4h | Kredits | KREDIT | The kredits for this FAQ. | o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | (01) | Version History | VERS | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- +-----------------+--------------+ | October 3, 2007 | Version 1.00 | +-----------------+--------------+---------------------------------------------- | The FAQ is complete, meaning all 201 Golden Bananas, 3500 | bananas, 10 Battle Arena Crowns, and 20 Banana Fairies are | in there. The layout is done, as well as the extra chapters | and game basics. It took me three tries to finish this. My | last two DK64 FAQs were wiped out because of a virus. And | the first one made it up to Crystal Caves :(. +------------------------------------------------------------- +---------------+--------------+ | March 1, 2008 | Version 1.01 | +---------------+--------------+------------------------------------------------ | Fixed the section about the functions of the A button. +--------------------------------------------------------------- ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | (02) | Introduction | INTR | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- Hi, welcome to my FAQ for Donkey Kong 64. This is my seventh FAQ for GameFAQs and my fourth Nintendo FAQ. DK64 is a long game that could take as many as 40-60 hours on your first try. So if you're not a fan of long games, get lost. That being said, it is still a fun game with seven huge worlds. The large worlds and their numerous collectibles can make it somewhat overwhelming, but this guide it here to make it as easy as possible. DK64 was made by Rareware and published by Nintendo. It is a great sequal to Donkey Kong Country 3, though not as good as the Banjo-Kazooie games. DK64 was made in 2001 and, despite being over-hyped, is an enjoyable and original game. The puzzles and games will have you searching everywhere for the 201 Golden Bananas. This game is enormous and would probably take about 40-60 hours on the first time through for average players. I could complete a guide for a world in Banjo-Tooie in about two hours. With this game, it takes me about 4 hours, due to the sheer length of the worlds. The VERSION HISTORY chapter tells you about all the updates made to the FAQ. The GAME BASICS chapter tells you all the basic game knowledge like moves and controls. If you read the GAME BASICS, you'll be able to skip a lot of training and stuff that you wouldn't be able to if you didn't read it. The WALKTHROUGH chapter will take you step-by-step through the entire game, telling you how to get 201 Golden Bananas, 3500 regular bananas, 20 Banana Fairies, and 10 Battle Arena Crowns. Most FAQs for DK64 list the locations of items. I plan to take a different approach by telling players where to go, what to do next, step-by-step ... Uh, it's kind of hard to explain, you'll see :). The APPENDICIES includes the credit and legal information and also gives you extra information like cheat codes. I'll enjoy writing this, and I hope you enjoy using it just as much. ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | (03) | Game Basics | BASICS | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- o------------------------------------------------------------------------------o | 3a Story STOR | o------------------------------------------------------------------------------o [COPIED FROM THE INSTRUCTION BOOKLET] "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 a shuddering halt, knocking all three off their feet. The tough little Klaptrap was up first, dashing eagerly across to the broken bridge 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 an 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 sacly 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 explosion, there came only a pathetic whimper. "I'm so v-very sorry your m-majesty, but I'm afraid the Blast-o-Matic isn't quite w-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 thought 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 t ocome 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." o------------------------------------------------------------------------------o | 3b Controls CONTROLS | o------------------------------------------------------------------------------o ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Control Stick ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~Move~~ The control stick is used to manuever Donkey anywhere within 360 degrees. This allows you to move and head to different areas. Holding the control stick lightly will cause Donkey to tip-toe. Push it further and he will walk. Hold it all the way and Donkey will run. Running is the most efficient way to explore the worlds, so you should always do so. However, when moving across narrow bridges, tip-toeing is safer and more advisable. A sudden change in direction will cause Donkey to slide. Be wary of this while on high, narrow ledges, as it can easily cause you to fall off. While on a tree (use the A button to jump to the tree and DK will automatically grab hold of it), move the control stick up and down to climb the tree. If you climb to the top of the tree, your Kong will jump and land on the top. Some trees are too thick to be climbed, but you can climb most of them. You can also hang on to ledges, which is useful in case you happen to fall off one. Hold the joystick up to climb back up and hold it down and press Z if you want to drop off. Underwater, the control stick allows you to move as well. However, it is much more difficult to swim to precise locations or to objects underwater. Pushing the control stick up causes Donkey to go down while holding it down causes him to go up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A Button ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~Jump/Swim~~ Like in pretty much all N64 adventure games, the A button is used to jump. Tap A and your Kong won't jump very high. Press it and it'll jump a little higher. Hold it down for a little longer and he/she will jump high. While underwater, holding the A button will make Donkey use his whole body to swim around the water. This is the most efficient way of getting around underwater. However, it is not recommended when trying to grab items, as you need more precision for that. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B Button ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~Attack/Swim~~ The B button will allow you to perform many different attacks, as well as swim. Press B while holding still to perform a stationary attack. One press will make your Kong do a quick swipe. Keep pressing it and they'll do several attacks in succession. This move limits mobility and is less convenient than killing enemies while moving, so you should usually avoid it. Press B while moving and your Kong will charge forward, hurting enemies. This is the best way of taking out baddies, as you can continue moving. While underwater, holding the B button will make your Kong paddle his/her feet. This is a slow form of swimming that should be used when getting items, not when trying to explore. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z Button ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~Dive/Break/Crouch~~ While in the water, press Z to make Donkey dive underwater. Hold Z while swimming to make your Kong stay still, which can be extremely useful at times. Holding the Z button on land will make DK crouch. The only use of this is to perform other moves, which I will discuss later. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C Buttons ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~Camera~~ The C buttons control the camera system. Like pretty much all camera systems, it can often infuriate you to no end. However, Donkey Kong 64's camera is generally pretty good. Pressing the left C button will rotate the camera left. If you hold it, the camera will keep spinning around. The right C button rotates the camera right. Press the up C button to go into eyesight view. Press it again to go make to normal view. You can't move while in your Kong's perspective. The down C button controls the distance the camera is from you. The first view (the close up one), is inefficient and won't allow you to see most enemies. The second view is a little farther, and is much better. The third and final view is very far away, allowing you to see all of your surroundings. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R Button ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The R button has only one purpose, which is to center the rather annoying camera behind you. Hold the R button to do so. This makes traversing ledges and cliffs much easier, as the camera won't rotate in wild directions. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Directional Pad ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The only purpose of this is for an alternative to the control stick while playing Jetpac and the original Donkey Kong Arcade. o------------------------------------------------------------------------------o | 4c Items ITEM | o------------------------------------------------------------------------------o ================================================================================ Collectibles ================================================================================ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Golden Banana ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Golden Banana (which is a sparkling banana with a Nintendo tag) is the most important item in the game. They're like the Jiggies of DK64. Collecting Golden Bananas is part of how you open the seven worlds. To open the lobby entrances, you must give K. Lumsey the Boss Keys, which are earned by defeating bosses of the worlds. Inside the lobby is B. Locker, who blocks the entrance to the level and will not leave unless you have the amount of Golden Bananas present on the door. If you have enough, he'll disappear and let you go into the level. Each of the 7 worlds holds 25 Golden Bananas (5 for each Kong), which makes 175 Golden Bananas. Then there's another 25 for DK Isle, making 200. The 201st Golden Banana is given to you by the Banana Fairy Queen, once you photograph all 20 Banana Fairies. 40 of the Golden Bananas are given to you by Snide for returning his blueprints. Note that only the right Kong can collect a certain Golden Banana, or else it will be clear and uncollectible. In the early stages of the game, you'll find Golden Bananas out in the open for you to take. But later on, you must defeat difficult challenges and puzzles to get them. Also, each world has 5 Kasplasts. Defeat them with the appropriate Kong (their hair is color- coded) to win a Blueprint, which you can take to Snide to exchange for a Golden Banana. When you collect a Golden Banana, your Kong will do a little dance and five numbers will appear next to each of the Kong's heads on the screen. The numbers tell you how many Golden Bananas each Kong has collected in that world. You can also go to the start menu and go to view totals to view how many Golden Bananas you have in each world and how many of them you have overall. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bananas ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bananas, or regular bananas, are like the Musical Notes in Banjo-Kazooie. They look like a spinning banana, and they come in five different colors: yellow, red , blue, purple, green. The colors can only be collected by the corresponding Kong (Donkey, Diddy, Lanky, Tiny, and Chunky respectively). This color-coding is used for other objects like Blueprints and coins. There are 100 bananas for each Kong in every world, making 3500 total. The bananas come in three types: singles , worth one, bunches, worth five, and balloons (which you have to shoot with your shooter), which are worth 10. You may wonder what notes bananas are for. Well, in every world, there are several blue portals with pictures of Troff n' Scoff, a hippo and a pig. If you go in one of these portals, you'll find a room where these two guys are. Stand on the banana pad in the room to feed Scoff enough bananas to press down on the weight, which lifts Troff high enough to reach the key to open the door. The door will show you how many bananas you need to feed, as well as which Kong must enter to get through. These lead to the boss battles. Defeating bosses earns you Boss Keys, which you must collect and use to open K. Lumsey's cage so he'll open the worlds for you. When you pick up a banana, a number will appear on the screen, showing you how many bananas you've collected for that Kong in that world. You can view how many bananas you've collected for each Kong in each world in the start menu. Also, when you collect 75 bananas with one Kong, that Kong earns a Banana Medal. There are 40 medals in total, and you'll need to grab at least 15. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Banana Bunch Coin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Banana Bunch Coins are found scattered throughout the levels (the number for each Kong is variable, but is usually around 10-15) and use the color-coding system. You need to collect these to pay Cranky, Funky, and Candy Kong for their items. Cranky gives you potions that allow the Kongs to learn moves, Funky provides you with weapons for each Kong (as well as ammo capacity upgrades) and Candy will give the Kongs musical instruments. She also gives you instrument energy upgrades, which sometimes come with the bonus of getting an extra melon of life. There are TONS of Banana Bunch Coins. Cranky charges 3 for basic moves, 5 for intermediate moves, and 7 for advanced moves. Funky and Candy charges 3, 5, 7, and 9 coins as you go on. However, you should have tons of extra coins, and at the end of the game, you may very well have over a hundred coins left. Normally, coins are only worth one per pick-up (though they usually come in groups). However, in DK Isle and each world, there are two DK dirt piles, which you can use the shockwave move learned from the Banana Fairy Queen to unearth, getting you a rainbow coin. The rainbow coin gives each Kong five coins. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Blueprint ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Blueprints look like color-coded squares in wooden frames. In each level, you'll find five Kasplats, which are big, tough looking bad guys that hit the ground to make shockwaves. If you kill it (it takes a ton of hits or about eight oranges), it will drop a Blueprint. Assuming you're using the right Kong (the Kasplasts' hairs are colored according to what color print they have), it will drop a Blueprint. Every level has Snide's HQ, where you can give Snide, the weasel, your Blueprints in exchange for Golden Bananas. Not only do Blueprints get you Golden Bananas, they're also important for the end of the game. In the final "level", Hideout Helm, you have 1 minute per Blueprint you exchanged plus 10 minutes to complete the level before the Blast-o -Matic reactivates. The more you collect, the more time you'll have. You can get 50 minutes, as there are 40 Blueprints total. You can view the Blueprints you've collected while in Snide's HQ by pressing the - button. If you collect all 40, you can press ---- C while in his HQ to replay eight of the bonus games. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Banana Fairy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once you learn Tiny Kong's Mini-Monkey move, you'll be able to shrink small enough to fit into the entrance to Banana Fairy Island, the giant queen head island in DK Isle. Her Banana Fairies have been scared off, and the only way to capture them is to photograph them. There are two fairies in each world, including Hideout Helm, as well as four in DK Isle, for a total of 20 fairies. She'll give you a camera to to photograph them as well as a special shockwave move, which you can use by holding then releasing the B button. This can be used to unearth DK dirt piles for Rainbow Coins. To equip your camera, hold Z and press down C. A crosshair will appear in the middle of the screen. The banana fairy will fly around, but you need to take the picture (by pressing Z, A, or B) when the crosshair overlaps with the fairy. This can be difficult with the fairies moving around, but you'll get the hang of it eventually. Once you capture a fairy, the fairy will disappear after increasing your maximum totals. As you collect more and more Banana Fairies, more secrets will be unlocked in Mystery Mode (accessed through the start menu). These secrets are Cinema Mode (2 fairies), Bonus and Arcade Mode (6 fairies), Boss Replay (10 fairies), Krusha in Multiplayer (15 fairies), and Cheat Mode (20 fairies). If you visit the queen after collecting all 20 fairies, she'll give you the 201st Golden Banana. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Banana Medal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Banana Medals are special medals awarded to you each time you collect 75 bananas for one Kong in a world. This means each world has 5 medals. This guide will tell you how to get all 3500 bananas, so you'll get all 40 Banana Medals. The last five Banana Medals are in Hideout Helm, which you earn by completing the challenges. You need to collect at least 15 Banana Medals, as unless you do, Cranky won't let you play Jetpac in his lab. Once you score 5000 pts in Jetpac, you'll be awarded the Rareware Coin, which you need to complete the game. The Rareware Coin, coupled with the Nintendo Coin, will open the final door which has the last two Banana Fairies and the eight Boss Keys. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battle Arena Crown ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Every world has a metallic pad with K. Rool's face on it. Any Kong can use it, but some pads can only be reached by a certain Kong. Press Z while standing on it to be transported to a special arena. In this arena, you cannot fall off, or you'll die. For a certain amount of time, enemies will attack you. You have to kill them over and over as they respawn, avoiding losing all your health or falling off the ledge until the time limit runs out to win a Battle Arena Crown. After you take the crown, you're transported back and the pad disappears. This guide tells you how to get all ten Battle Arena Crowns (there are eight in the eight worlds plus two in DK Isle). You need at least four to open a door in Hideout Helm that leads to K. Rool's throne and the control room. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Boss Key ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Every world has several Troff n' Scoff portals. When you enter them, you can feed Scoff your regular bananas. Once he's had as many as the number on the door , the door will open, depicting the face of the only Kong who can enter. The doorway leads to the boss fight of the world. Once you defeat the boss, he'll drop a Boss Key. The Boss Keys are the keys to K. Lumsy's cage. If you visit him, you can open the locks on his cage. Everytime you open a lock, he'll stomp around in joy and the earthquake will cause the entrance to one or two levels to open. This is the only way to get into the eight worlds, so you'll need to get all the Boss Keys. The eighth key, which is in Hideout Helm and requires you to get the two special coins, will free K. Lumsy, which leads to him letting you get to the fight with K. Rool. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nintendo Coin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In Frantic Factory, you'll have to defeat the DK Arcade game. If you beat it twice, you'll be awarded the Nintendo Coin. At the end of Hideout Helm, there is a door that can only be opened using the Nintendo Coin and the Rareware Coin. Inside are the last two Banana Fairies and the final Boss Key. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rareware Coin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once you collect 15 Banana Medals, you can visit Cranky to play the Jetpac arcade game. Score 5000 points and you'll win the Rareware Coin. At the end of Hideout Helm, there is a door that can only be opened using the Rareware Coin and the Nintendo Coin. Inside are the last two Banana Fairies and the final Boss Key. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Melons ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Melons act as your energy meter in this game. You start with only one melon, though Candy can give you an extra melon in Angry Aztec and another in Crystal Caves. Each melon has four slices, and you lose one everytime you get hit by an enemy. Some enemies take away two slices, and some hazards will take away a whole melon! Whenever you defeat an enemy, it will drop a melon slice. This restores a 1/4 of one melon, but if you kill an enemy and take its melon, it won't have another slice if you kill it once it regenrates. For this reason, you should never take a slice if you don't actually need it. There are also melon crates, though you'll usually never find more than one per level. They look like hopping boxes, and you can break them open for four melon slices! This is really useful when you're low on energy. Fortunately, there are not many enemies in this game, and the few enemies there are are quite pathetic. The real threat is falling off a cliff, running out of oxygen, or other kinds of environmental damage. When you lose all your melons, your Kong faints and you respawn at the start of the level (with a few exceptions). You have infinite lives, fortunately. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ammo Crate ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ammo Crates, which are littered throughout the worlds, look like bouncing crates of cannonballs, and they'll replenish the ammo your Kongs have for their shooters. Each crate is worth five pieces of ammunition. When you first purchase a shooter, you'll only be able to carry 50 pieces. However, this can be upgraded several times, with a final upgrade of 200 pieces. This ensures that you should almost never run out of ammo. To equip your weapon, hold Z and press left C. Press B to shoot a projectile, and up-C to shoot in first-person. This is good for hitting aerial targets and getting more precision. Funky's final upgrade will also allow you to zoom in and out like a sniper while in first person. Press left C again when you want to unequip your weapon. The shooters are used to hit ammo switches. The switches show what projectile must be used to hit it, so only certain Kongs can hit certain switches. Usually, hitting them opens a gate or opens a passage. Sometimes you'll need to hit two switches to open an area. Also, some ammo crates are red. You can only pick them up once Funky has taught you homing ammo in Fungi Forest, and they're rare. Pick them up and a new meter will appear, which is the homing meter. When you go into first-person, the crosshair will turn green when it's in homing range. Your projectiles will home in on the enemies, which can be useful in some situations. You have to use up all your homing ammo before you can use the normal ammo again. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Orange ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Oranges bounce around and, like ammo crates, are all over the place. Pick them up to increase your total. To use one, hold Z and press right C. Your Kong will throw an orange, which will bounce around looking for a target. If it hits a Kremling, it will usually destroy it. Oranges can be useful for taking out the tenacious Kasplats, but for weaker enemies, it's better to just use normal attacks. You can't pack very many oranges when you first start the game. However, whenever you photograph a Banana Fairy, the fairy will increase your maximum capacity. The total can eventually increase to 30 oranges. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Crystal Coconut ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Crystal Coconuts are also found pretty much everywhere, and they are very, very important. They look like crystals spinning on the ground. Pick them up to increase your total. You can't use or pick up crystal coconuts until you learn one of Cranky's moves that requires the use of a Kong Barrel. Jump into a barrel with the Kong that you are using's face on it to activate a special move. Your Crystal Coconut meter appears and will begin to slowly decrease for as long as you keep the move activated. Deactivate it by holding Z and pressing left C. If you run out of Crystal Coconuts, the move will automatically deactivate. This can be dangerous when you're in areas that you can't survive in while not using the move. For this reason, you'll want to do whatever task you need to as quickly as possible to conserve coconuts. You can't pack very man Crystal Coconuts when you first start the game. However, whenever you photograph a Banana Fiary, the fairy will increase your maximum capacity. The total can eventually increase to 40 coconuts. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Banana Fairy Film ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Banana Fairy Film is pretty common, though not so much as the previous few items. The film is actually used for the Banana Fairy Camera, which is given to you by the Banana Fairy Queen, once you enter her island on DK Isle by shrinking Tiny enough to fit into the entrance. Her Banana Fairies have been scared off, and the only way to capture them is to photograph them. There are two fairies in each world, including Hideout Helm, as well as four in DK Isle, for a total of 20 fairies. To equip your camera, hold Z and press down C. A crosshair will appear in the middle of the screen. The banana fairy will fly around, but you need to take the picture (by pressing Z, A, or B) when the crosshair overlaps with the fairy. This can be difficult with the fairies moving around, but you'll get the hang of it eventually. Once you capture a fairy, the fairy will disappear after increasing your maximum totals. As you collect more and more Banana Fairies, more secrets will be unlocked in Mystery Mode (accessed through the start menu). These secrets are Cinema Mode (2 fairies), Bonus and Arcade Mode (6 fairies), Boss Replay (10 fairies), Krusha in Multiplayer (15 fairies), and Cheat Mode (20 fairies). If you visit the queen after collecting all 20 fairies, she'll give you the 201st Golden Banana ================================================================================ Pads, Switches, Doors and Misc. ================================================================================ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tag Barrel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Tag Barrel is one of the most important items in the game. These look like floating barrels, and you'll find several of them in each world. At first, only DK's face is on it. There are question marks with the Kongs' colors on the barrel. When you rescue a Kong, that Kong's face replaces his/her question mark on the barrel. To use the Tag Barrel, jump into it. You can now use the control stick to select your Kong. The Kongs you have rescued will appear, while the rest will be question marks. To pick a Kong, put it in the spotlight, then press pretty much any button and you'll appear back under the Tag Barrel. Tag Barrels are often found in major areas and near Bananaport Pads, or in areas where many Kongs have tasks to accomplish. This makes it easy to get to a Tag Barrel when you need it. Since only certain Kongs can accomplish some tasks, switching characters is something you'll be doing a lot. Aside from serving to switch your character, the Tag Barrel is also like a floating hopsital. When you select your Kong (even if you just jump in and select the same Kong), you'll reappear at full health. This is EXTREMELY useful and more convenient than killing enemies when you're really low on health. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DK Portal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Every world has a lobby which has a DK Portal that leads to the world. These are blue doorways with the DK logo on them. When you first enter a world lobby, B. Locker guards the portal. A counter on him shows how many Golden Bananas you need. If you have enough, he will leave. If you don't have enough, he'll stay and continue blocking the door. If you don't have enough (which should never happen since the requirements are incredibly easy to meet), you can actually use a Lanky Kong glitch to get past. Press B to do the armstretch attack while near the locker and Lanky will get you in for free. To enter the world, walk through the portal. You reappear in front of another DK Portal, which is the only way out of the level. Since there's only one DK Portal in each world, it's important to remember its location so you don't get lost while trying to leave the level. You can also select "Exit Level" from the start menu if you want to leave quickly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wrinkly Kong Doors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the world lobbies where you find the DK Portals, there are also five doors with Wrinkly Kong's face on them. They are color-coded like other things, one for each Kong. Once you rescue a Kong, its face will replace the question marks on the doors. Although you can't open a Kong's door until you rescue him/her, you can open the door with any Kong. To open it, walk up to it, which makes Wrinkly Kong come out. She'll give you a useful tip for the world for the appropriate Kong. The tip is almost always about how to get a Golden Banana. Some Wrinkly Doors, such as those in Crystal Caves, require you do something to unblock them. Usually, you'll have to place a boulder on a switch with Chunky. Wrinkly Kong Doors could be useful... If you didn't have a walkthrough! ^_^. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bananaport Pads ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Each level has ten pads with numbers on them, 1-5, two pads for each number. To activate one of the pads, walk on it. It will unfade and, once you've activated another pad with the same number, you can use it. Press Z while standing on one pad and a banana peel will zip you up, teleporting you to the other pad. Since DK64's levels are so humungous, this is extremely useful for getting around the different areas. Any Kong can activate and use the pads (assuming the Kong can reach the pad). When you use the Hunky Chunky move, you can't use Bananaports. The 1 pads are light blue, the 2 pads are light green, the 3 pads are purple, the 4 pads are red, and the 5 pads are gold. Some levels have special areas that have their own, separate Bananaport Pads. These areas include the llama temple in Angry Aztec, the skull crypt in Creepy Castle, and the lobby of Hideout Helm in DK Isle. They only warp you within the area and are never a full set. DK Isle and all seven worlds have a full set, while Hideout Helm has only one pair. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kong Switch ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kong Switches come in three colors: green, blue, and red. The color indicates what move needs to be used on it, while the Kong face on it indicates which Kong needs to do it. At the start of the game, you learn a move called the Simian Slam. This is basically the ground pound from Mario 64. Press A and Z while in the air to do a stomp. If you do this on switches, it will cause something to happen, usually opening a passage. Note that you can only hit a switch with the Kong whose face is on it. The green switches can be activated with the Simian Slam, learned at the start. In Fungi Forest, Cranky will give you the Super Simian Slam upgrade, which lets you trigger the blue switches. The red switches require the Super Duper Simian Slam. A Simian Slam upgrade can still hit switches of earlier colors. The controls for the move remain completely unchanged, though the Kongs' movements change. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kong Barrel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kong Barrels, designed by Cranky, are floating barrels with the Kongs' faces on them. Until you learn to use one of them, they'll be faded and unusable. Once you learn one of the special moves, that Kong will be able to pick up Crystal Coconuts as well as use the barrels. Jump into a barrel with the corresponding Kong's face on it to trigger one of the special moves, which vary. For as long as you continue using the move, your Crystal Coconut supply will be displayed and steadily decrease. If you run out, the move automatically deactivates, which can be dangerous in certain situations. Do whatever task is necessary as quickly as possible. If you want to cancel the move, hold Z and press left C. Crystal Coconuts are everywhere, so stocking up a good supply is not a problem. You can't pick them up, however, until you learn one of the barrel moves. Donkey's move makes him invincible, Diddy's lets him use a jetpack, Lanky's technique allows him to run at super speed, Tiny's move lets her shrink, while Chunky's lets him become huge. They all have different purposes, and the barrels are usually located close to where you need them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kong Pad ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I hope I don't have to say that these are pads that have the Kongs' faces on them. They are all light blue, but you can't use any of them until you learn one of the pad moves. After you do learn a special move, that particular Kong will be able to use the pads with his/her face on them. Press Z while standing on it to activate the move. Unlike with the barrel moves, these do not require Crystal Coconuts. Donkey's move lets him play a barrel shooting course, Diddy's lets him leap super high, Lanky's technique allows him to inflate like a balloon, Tiny's will teleport her to another pad, while Chunky's makes him invisible. They all have different purposes, and the pads are usually located close to where you need to use their abilities. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battle Arena Pad ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Every world has a metallic pad with K. Rool's face on it, called a Battle Arena Pad. Any Kong can use it, but some pads can only be reached by a certain Kong. Press Z while standing on it to be transported to a special arena. In this arena , you cannot fall off, or you'll die. For a certain amount of time, enemies will attack you. You have to kill them over and over as they respawn, avoiding losing all your health or falling off the ledge until the time limit runs out to win a Battle Arena Crown. After you take the crown, you're transported back and the pad disappears. This guide tells you how to get all ten Battle Arena Crowns (there are eight in the eight worlds plus two in DK Isle). You need at least four to open a door in Hideout Helm that leads to K. Rool's throne and the control room. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Troff n' Scoff Portal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You'll find these portals, which have a picture of a hippo and a pig on them, scattered throughout the levels. There are about five of them per world. If you walk through them, you'll be transported to a room with two ramps on either side and a Tag Barrel. Troff, the pig on the left, is huge and fat, while Scoff, on the right side, is tiny. Since Troff is so heavy, his podium is on the ground, while Scoff's is way up high. You have to stand on the banana pad in the room to feed Scoff bananas. He'll get heavier as you feed him more bananas, and the number on the door between the two animals goes down. As Scoff gets bigger and weighs the podium down, Troff will get smaller and go up. Once the number goes down to zero, Troff will be able to reach the key up high and open the door. On the door, a picture of one Kong's face will appear on it. Only that Kong can enter to fight the world's boss. After you defeat the boss inside, he'll spit out a Boss Key. Once you collect it , you'll reappear outside the Troff n' Scoff Portal you entered and all the portals will disappear for good. The number of bananas needed to open the door becomes higher, so you'll have to start using more than one Kong to feed Scoff. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Banana Pad ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Each world has about five Scoff n' Troff Portals. If you walk through them, you'll be transported to a room with two ramps on either side and a Tag Barrel. Troff, the pig on the left, is huge and fat, while Scoff, on the right side, is tiny. Since Troff is so heavy, his podium is on the ground, while Scoff's is way up high. You have to stand on the banana pad in the room to feed Scoff bananas. The pad is on the ledge overlooking the entrance and the Tag Barrel. He'll get heavier as you feed him more bananas, and the number on the door between the two animals goes down. As Scoff gets bigger and weighs the podium down, Troff will get smaller and go up. Once the number goes down to zero, Troff will be able to reach the key up high and open the door. On the door, a picture of one Kong's face will appear on it. Only that Kong can enter to fight the world's boss. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ammo Switch ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You'll find switches on the walls of many areas, and they have pictures of fruits and other foods on them. These switches are triggered by using Funky's shooters, which each Kong can purchase for three coins (each Kong must purchase his/her own shooteR). DK shoots coconuts, Diddy shoots peanuts, Lanky shoots grapes, Tiny shoots feathers, while Chunky has his pineapples. You can only trigger a switch with the appropriate projectiles, and you'll often need to hit more than on switch. Once you've hit a switch or two, something will happen, such as a gate opening. Hitting switches usually allows you to progress through areas. Switches are often placed in front of gates so that you can open them. There are tons of switches throughout the game that you'll need to hit, though switches aren't the only thing the shooters are used for. Sometimes, you'll have to hit a different type of target. You can also use your shooters to kill enemies, though that isn't recommended. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Music Pad ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Music Pads are blue pads with pictures of instruments on them. Candy, DK's girlfriend, will sell each Kong their very own instrument. Not only do they incinerate all baddies within the immediate vicinity, they also can be used to activate music pads. Stand on the pad with the Kong whose instrument is depicted on the pad, then hold Z and press up C to play, which causes something to happen , like a door opening. If you play it off a Music Pad, you'll lose one energy unit. If you run out of energy, you won't be able to play your instrument. Playing on a Music Pad does not decrease musical energy. Candy Kong will not only give you your instruments, she'll also sell you energy maximum upgrades, twice throwing in an extra melon of life as a bonus! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Candy's Headphones ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you use your instruments a lot to destroy enemies, you'll start running low on musical energy. Therefore, you'll sometimes find a pair of blue headphones hidden in a world. If you stand in it, it will recharge your energy to the maximum. Headphones are rather rare and you'll only find one or two pairs per level, though they are quite useful for people who like to kill enemies with the instrument. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Animal Crate ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Animal Crates are boxes that have a picture of an animal. There are only two kinds, one with Rambi's picture and one with Enguarde's. If you jump into the Ramib Crate as DK, he will transform into Rambi. The same goes for Enguarde when you swim into an Enguarde Crate while using Lanky. You have an unlimited amount of time to perform your animal's tasks, but if you go out of a certain area, you'll be detransformed. To perform a supercharge attack, hold Z and press B. B will do a normal attack, while A will jump (for Rambi). The supercharge allows you to break open rocks with the animal's picture on it. If you want to cancel your transformation, hold Z and press left C. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TNT Barrel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TNT Barrels are only found in boss fights, on a pad in the center of the arena. When the boss sits down to rest or taunt you, pick up the barrel (press B) and press B again to throw it at the boss. This will damage him, though you'll need a few TNT hits before the boss dies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Training Barrel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ These are the barrels with Cranky's face on them found at the beginning of the game. Jump into one to play a bonus stage in which you have to use a basic move to achieve some goal. The stages are designed to teach you basic techniques required to get through the game, so they're extremely simple. If you complete one within the given time limit, Donkey will reappear under it and the barrel will explode. Complete all five bonus barrels and Squawks will come and tell you to see Cranky. Return to his lab and Cranky will give you the first potion, the Simian Slam. Press A and press Z while in the air to do a move just like SM64's ground pound. This lets you activate switches with DK's (and the other kongs, provided you're using the right Kong) face on them. You need to do this to get out of the training area. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bonus Barrel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bonus Barrels are floating barrels with a picture of a banana on them. Jump into them to play a bonus stage. There are a wide variety of stages, though they are repeated. A repeated stage will always be harder than a previous stage of the same type. In some mini-games, you have to survive for a certain period of time, while in most, you have to score a certain amount of points before the time limit runs out. Most of the mini-games are not too hard, but some can be extremely infuriating. If you defeat a bonus stage, your Kong will reappear under the barrel, which will explode. You're awarded a Golden Banana for winning. If you fail to defeat the bonus stage, you're given the option to retry or quit. You have an unlimited amount of retries, so you might as well keep going until you win. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DK Coin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Donkey, Diddy, and Chunky all have mine cart races. Along the tracks, you'll find coins with the DK logo on them. Each course requires you to collect a certain number of these coins (50 for Diddy and Chunky and 25 for Donkey). The coins can be found on the track, which you'll pick up autmatically, or in the air, which you have to jump to get. Other coins are found on the sides of the track. You can get these by moving the control stick left or right to have your Kong stretch. Be warned that if you get hit by an enemy or obstacle, you'll lose three coins. You should continue to collect coins after you've gotten the necessary amount. If you collect the required number of coins at the end of the course, Squawks will give you a Golden Banana. If you fail, you'll have to restart the mine cart course. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DK Star ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ These are found in a couple places. There's one in Gloomy Galleon and you'll also find these at the end of most of DK's barrel blasting courses. Shoot/go through these stars (sometimes you have to hit them more than once) to make something happen that allows you to progress in the level. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lever ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The first type of lever can be found anywhere. Once you learn the Gorilla Grab move from Cranky Kong, stand on a lever's footplate and press B. DK will pull the lever, which causes something to happen, allowing you to progress. These are also found in the three mine cart courses on the sides of the track. Move the control stick left or right to pull the lever, which closes one track and opens another. This can be favorable, but it isn't always. Sometimes the track you open has less coins than the one that was open before, so you don't want to pull all the levers. o------------------------------------------------------------------------------o | 3d Move List MOVE | o------------------------------------------------------------------------------o ================================================================================ Basic Moves ================================================================================ These are the moves you start the game with. Although you don't need to buy them , they all require some kind of button combination. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Jump Attack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To do this move, start running, then jump and press B. Donkey will do a little kick. These controls apply to all five Kongs, though the moves they will do vary a bit. This is the most efficient form of attacking, as you can keep moving and it takes out most enemies in a single hit. This move also gives you a bit of air time, so it can be good for crossing gaps (though the long jump is probably a better idea for that). You should use this move for taking out enemies on a regular basis. It's convenient and relatively powerful. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Roll ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a move that only DK and Tiny Kong can use, due to the controls. While moving, quickly press Z and then B and DK will do a little roll. Tiny does a slide. This can be used for taking out enemies or to get a little speed. Rolling really has no purpose, but it can be useful if you want to go a little faster. If you want to stop the roll, press A and your Kong will jump, landing on his/ her feet. Because of the fact that you need to press Z and B, Lanky, Chunky, and Diddy can't use this, as they have moves that require those same controls. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Backflip ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The backflip is one of the most important moves. Hold Z and press A and your Kong will do a high jump, allowing you to reach higher ledges. You don't get much distance with this move, so you'll need to be close to the ledge you're trying to jump to. Since you get so little distance, don't try using this to cross gaps, as you'll just fall. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Long Jump ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The long jump is a rather useful move that you Super Mario 64 people will be familiar with. While running, quickly press Z and then A. If done correctly, your Kong will leap forward several feet, which allows you to get across much wider gaps than normal. There are some gaps that you can't cross using the normal jump, so that's where the long jump comes in handy. This move is also good for "cheating" things that were supposed to be done in other ways. For example, you can use this to get to the Crystal Caves entrance without having to Ponytail Twirl as Tiny. You can also use it to get into the crypt in Creepy Castle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Roll Jump ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ One move that DKC players is the roll jump, which is exclusive to Diddy. Press B while moving to do a standard cartwheel attack, then jump mid-cartwheel. In the DKC series, this allowed you to grab items in pits, as Diddy would drop off and get the item in the pit, then jump to safety. In DK64, however, this move is good for getting distance you couldn't get with a normal jump. You can also add an extra press of the B button after the jump to get even more distance. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Double Jump ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Like the roll jump, the double jump can only be performed by Diddy. Press A to leap into the air, then press A again at the exact time that you land. You have to time it right. If you do manage, Diddy will do a second, much higher jump. This can be useful for climbing high ledges and exploring. ================================================================================ Advanced Moves ================================================================================ Advanced moves, with the exception of the shockwave, are taught to you by the three Kongs who have shops: Cranky, Funky, and Candy. You have to pay Banana Bunch Coins to get them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Simian Slam (Buttus Bashium) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~3 coins~~ ~~Training Area~~ After you complete Cranky's training barrels at the start of the game, he'll give you your first potion, which will work for all Kongs (you don't have to purchase it for each Kong). Press A and then Z while in the air to do a butt stomp. This can be used to kill enemies, though that is not recommended. The main use of the Simian Slam is to activate switches. You'll find green Kong Switches all over the worlds with the Kongs' faces on them. If you stomp the switch with the corresponding Kong, the switch will activate and something will happen, such as a gate opening. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Baboon Blast (Barrelum Perilous) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~3 coins~~ ~~Jungle Japes~~ This is DK's first move, and you'll learn in the game's first level. Once you've purchased it, find a pad with Donkey Kong's face on it and press Z while standing on it. It will shoot him up into the sky and you'll be able to play a barrel blasting course. You'll find only one pad in each level, but usually, completing the course is vital to the completion of the level. The crosshair will move up and down. When it's lined up with the next barrel, press A, B, or Z to shoot. If you make it, you'll be in another barrel. If you miss, you'll appear back at the DK pad, forcing you to start over. As you get into the later levels, there will often be more than one barrel to choose from. Banana Bunches and coins will mark your way. At the end of your barrel blasting course, you'll sometimes find a Golden Banana. Other times the prize will be a DK star or a Bonus Barrel. If you shoot yourself through the DK star, something will happen that allows you to progress through the level. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chimpy Charge (Hurtus Cranium) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~3 coins~~ ~~Jungle Japes~~ This is Diddy's first move, learned in Jungle Japes. Hold Z and press B to do a superpowered headbutt charge, which allows you to kill enemies and activate some switches. HI/LO switches, which control machinery, can be activated with the Chimpy Charge, as can other things. When you do a Chimpy Charge, Diddy will go out of control, so you'll want to be close to your target before you do the move to ensure your success. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Equip/Unequip Shooter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~3 coins~~ ~~Jungle Japes~~ Shooters are purchased at Funky's Armory and are extremely important. Funky will sell each Kong their own shooter, so you have to pay 3 coins with each Kong. The guns fire different projectiles, but the controls remain the same. Hold Z and press left C to equip your weapon. Your Kong is a bit slower while you use the weapon. Press up C to go in and out of first person mode, which allows you to fire with a crosshair. This is useful because there are many switches throughout the game that require you to shoot them with the gun. They are pretty weak against enemies, so you should stick to shooting switches. The switches have pictures of the different projectiles on them. You have to hit it with the appropriate weapon, or nothing will happen. Usually, hitting a switch (or two, in some cases), will open a gate or a doorway. Donkey fires coconuts, peanuts for Diddy, Tiny has her feathers, Lanky has grapes, while Chunky's gun shoots pineapples. You start with only 50 ammo, which means you might run out on occasion. Funky has several upgrades that you can purchase, which increase your total. You'll eventually have a maximum of 200, which pretty much ensures you'll never run out. To increase your total, pick up ammo crates, which are littered all over the place. They increase your total by five. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Play Instrument ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~3 coins~~ ~~Angry Aztec~~ Candy Kong, like Funky, sells each Kong their very own instrument, so you have to pay three coins with all the Kongs. Although the sound of each instrument is unique, the controls remain the same for all five Kongs. Hold Z and press up C and your Kong will play a little tune on their instrument. The ear-shattering power of a single tune will incinerate all enemies within the immediate vicinty , making things easier on you. However, each time you play an instrument, you lose one unit of musical energy. You can refill this energy by standing by a pair of headphones (there's always a pair in a level, but they're well hidden) or by going to Candy's shop. While the instruments basically nuke enemies, the main use of them is really to activate Music Pads. The pads have pictures of the different instruments on them , so you'll have to be using the right Kong to use one. Play your instrument while standing on the right pad and something will happen, like a lake melting or a door opening. When you play on a Music Pad, you don't lose musical energy. Donkey plays the bongos, Diddy plays an electric guitar, Tiny has her saxophone, Lanky plays a trombone, while Chunky has a triangle. You start out with only 10 energy, meaning you'll be running out a lot if you use the instruments to kill enemies. Candy has several upgrades that you can purchase throughout the levels that increase your total. She'll also give you two extra melons throughout the course of the game. You'll eventually have a maximum of 25 energy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Strong Kong (Strongum Kongus) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~5 coins~~ ~~Angry Aztec~~ This is one of the moves that requires the use of one of Cranky's Kong Barrels. Jump into a barrel with Donkey Kong's face on it to activate the Strong Kong. For as long as your supply of Crystal Coconuts last, you'll be totally invicible to terrain and enemies. However, your Crystal Coconut supply will slowly but steadily go down, and once it reaches zero, the Strong Kong deactivates, which could leave you in a sticky situation. Because of this, you'll want to accomplish whatever task is needed as quickly as possible. If you want to cancel the move, hold Z and press left C. Donkey can still use all his normal moves while he's invincible, save using his shooter. You can't collect Crystal Coconuts with a Kong who wasn't learned a barrel move yet, but once you've learned one, stocking up a good supply is easy. The coconuts are all over the place. Also, taking pictures of Banana Fairies raises the maximum amount of Crystal Coconuts you can carry at a time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rocketbarrel Boost (Boostum Highus) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~5 coins~~ ~~Angry Aztec~~ This is Diddy's Kong Barrel move, and it's one of the coolest. Jump into a barrel with his face on it and you'll suddenly burst high into the air, equipped with a jetbarrel jetpac. You'll steadily sink unless you hold A, which activates the thrusters. You can use the control stick to move forward and turn while you hold A. If you want to hover in one place, hold Z. Sometimes you'll have to fire peanuts while in the air, so you can press B to use your weapon as well. Touch the ground to land. Diddy has a few flying courses he'll need to complete throughout the game. Note that the jetbarrel runs on Crystal Coconuts, so if you run out, you'll fall straight down, which can be bad. You can't collect Crystal Coconuts with a Kong who hasn't learned a barrel move yet, but once you've learned one, stocking up a good supply is easy. The coconuts are all ove the place. Also, taking pictures of Banana Fairies raises the maximum amount of Crystal Coconuts you can carry at a time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mini-Monkey (Kongum Smallus) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~3 coins~~ ~~Angry Aztec~~ The Mini-Monkey is Tiny Kong's special Kong Barrel move. If you jump into a barrel with her face on it, she'll shrink to about a tenth of her original size. Oddly enough, you can still kill Kremlings with ease while using this move, despite them being twenty times larger. While you're small, you can access new areas that have tiny entrances. You can also bounce on mushrooms, since you're extremely light now. Tiny Kong has many Golden Bananas that require her to be super small. While the Mini-Monkey does require Crystal Coconuts, meaning you'll return to normal size if you run out, the Tiny Barrels are usually placed very very close to where you need to be small, so running out isn't much of a problem. You can't collect Crystal Coconuts with a Kong who hasn't learned a barrel move yet, but once you've learned one, stocking up a good supply is easy. The coconuts are all over the place. Also, taking pictures of Banana Fairies raises the maximum amount of Crystal Coconuts you can carry at a time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Orangstand (Palmus Walkum) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~3 coins~~ ~~Angry Aztec~~ The orangstand, an interesting move, is Lanky's first technique. Hold Z and press B and Lanky will do a handstand. Continue holding Z and move the control stick and Lanky will walk around on his hands. The use of this is that it lets Lanky get up steep slopes without slipping. There are quite a few places where you need to use this. Usually, if you can't scale a slope, it's because Lanky has to Orangstand up it. You can't attack while using the Orangstand, so you'll want to get away from enemies before you attempt to use it. Fortunately, there's no limit to how long you can use it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hunky Chunky (Kremulious Crushum) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~3 coins~~ ~~Angry Aztec~~ This is Chunky Kong's barrel move. Jump into a barrel with his face on it and he'll become five times his normal size. This lets you just walk on Kremlings to defeat them and makes you practically invincible. You can also pick up supersized boulders too heavy for normal Chunky to pick up. Most of the time, you have to put these boulders on some surface to trigger a switch. The tasks of Hunky Chunky vary more than those of the other Kongs, but they all require super strength or size. Like with all the other barrel moves, the Hunky Chunky relies on Crystal Coconuts. However, like with Tiny, this isn't a problem, as the barrels are almost always placed right where you need them. You can't collect Crystal Coconuts with a Kong who hasn't learned a barrel movve yet, but once you've learned one, stocking up a good supply is easy. The coconuts are all over the place. Also, taking pictures of Banana Fairies raises the maximum amount you can carry at a time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shockwave ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~0 coins~~ ~~Banana Fairy Island~~ The shockwave move is unique because it's not taught to you by Cranky and it's also completely free. Once you have the Mini-Monkey move, you can return to DK Isle. There's a big island that has a giant woman's head with a banana peel on top. Find the Tiny Barrel, then become small and enter the tiny entrance of the head. You'll meet the Banana Fairy Queen, who's fairies were scared off. She gives you a camera to take pictures of the fairies, which "captures" them. The queen also gives you a special move. Hold B and sparks will start to fly around you. This severely lowers your speed, but release the B button while there's enough sparks and your Kong will do a huge shockwave, wiping out enemies. This is extremely powerful, as it takes out Kasplats and Klubbies in a single hit. However, it also uses up one Crystal Coconut and requires you to charge it up. Because of this, the attack should only be used against very powerful enemies. The other use of the shockwave is to unearth the DK dirt piles (there are two in DK Isle and two in every level) you will find. If you shockwave while standing on it, you'll get a Rainbow Coin, which gives every Kong five Banana Bunch Coins. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gorilla Grab (Simium Strainus) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~7 coins~~ ~~Frantic Factory~~ The Gorilla Grab is Donkey's final move, learned in the third level. Around the worlds, you'll find levers. Stand on the footplate of a lever and press B. DK will pull the lever, making something happen and letting you progress. The things that happen when you pull a lever vary greatly. Levers are not always positioned close to what they're triggering. For example, the toy machine in Frantic Factory is activated by a lever, but the lever is in a shed all the way in another room. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Simian Springy (Leapus Largium) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~7 coins~~ ~~Frantic Factory~~ Diddy's last move, learned in the third level, makes use of the pads with his face on them. Hold Z while standing on one and Diddy will bounce high into the air with his tail. This is often used to reach alcoves and other high up places. You want to position yourself fairly close to the middle of the pad and use the control stick to reach the alcove. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ponytail Twirl (Roundum Roundus) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~5 coins~~ ~~Frantic Factory~~ This is one of Tiny's best moves. Anyone who has played DKC2 will recognize this immediately. Press A to jump, then press and hold A again and Tiny will start twirling her pony tails, just like Dixie. This allows her to hover and cross ridiculously large gaps that no other Kong can make. Tiny has no limit to how long she can twirl her hair, so you've got plenty of power in that jump. Watch Tiny's shadow to know when to let go of the A button. The best thing about the Ponytail Twirl is that it eliminates damage from falls. If you ever fall off a platform, hold A until you reach the ground. Since you fall slowly and delicately, Tiny will take no damage from her fall. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Balloon Baboon (Baboonus Balloonus) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~5 coins~~ ~~Frantic Factory~~ Lanky's second technique requires him to use a pad with his face on it. Press Z while standing on one and Lanky will inflate and rise. Use the control stick to maneuver him around to wherever you need to get. Be warned that the Balloon Baboon only lasts for so long. This means you could take a huge fall, depending on where you are, which could seriously mess you up. If you want to deflate prematurely, press Z. You know when Lanky is about to deflate when the music starts speeding up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Primate Punch (Sandwichium Punchius) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~5 coins~~ ~~Frantic Factory~~ The Primate Punch is a move for Chunky that he can use anywhere. Hold Z and press B to make him do a powerful punch. This CAN take out enemies, though that is not a good idea, as it requires you to be still. The Primate Punch is good for destroying barriers such as gates and activating switches like Chunky buttons. Doing this will open new areas. The most noteable example is Hideout Helm, where Chunky has to punch the gates blocking off the Kongs' challenges. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Homing Ammo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~5 coins~~ ~~Fungi Forest~~ Homing Ammo is an awesome "skill" you learn from Funky in Fungi Forest. He'll teach you to use the red ammo crates, which are quite rare, but worth searching for. If you pick some up, a new counter will start. If you go into first-person, the crosshair will turn green if it's near an enemy. The red ammo will home in on enemies, making it easier to shoot them down. Very useful for those blasted Zingers. You have to use all your homing ammo before you can use your normal ammo again. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Super Simian Slam (Big Buttus Bashium) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~5 coins~~ ~~Fungi Forest~~ This is an upgrade to the Simian Slam learned in Fungi Forest. Fortunately, it leaves the controls unchanged. Only one Kong has to purchase this before all the Kongs have it. You'll notice the small shockwave produced when you do the move has turned blue. This allows you to trigger the blue Kong Switches, which you'll find everywhere in Fungi Forest. Obviously this means you pretty much can't get anywhere in the level without getting this move. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Monkeyport (Warpum Craftious) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~7 coins~~ ~~Crystal Caves~~ The Monkeyport is Tiny's last move, requiring you to use her special Kong Pad. It's also one of the coolest moves. Stand on a pad and press Z to teleport to another pad. You can teleport back as well. This allows you to reach areas otherwise unnaccesible. You'll need to use the Monkeyport to reach Hideout Helm and to reach various areas in Crystal Caves. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Orangstand Sprint (Palmus Dashium) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~7 coins~~ ~~Crystal Caves~~ The Orangsprint, as I like to shorten it, Lanky's last move, is just as ridiculous as the rest, perhaps even more so. Jump into a barrel with his face on it and you'll automatically be in Orangstand position. While it looks like the Orangstand at first glance, it's not. Start moving and Lanky will run like greased lightning. Okay, that's a bit of an exaggeration. Anyway, the move allows Lanky to accomplish tasks in time limits that would otherwise make it impossible. Of course, since it's a barrel move, it uses Crystal Coconuts. If you want to cancel the move, hold Z and press left C. You can't collect Crystal Coconuts with a Kong who hasn't learned a barrel move yet, but once you've learned one, stocking up a good supply is easy. The coconuts are all over the place. Also, taking pictures of Banana Fairies raises the maximum amount of Crystal Coconuts you can carry at a time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gorilla Gone (Wheresim Gonum) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~7 coins~~ ~~Crystal Caves~~ Chunky's very last move requires him to use the pads with his face on them. Press Z while standing on one and Chunky will become invisible. Of course, you can still see his clothes so you know where he is. Not only will enemies ignore you, you'll also be able to see other invisible things, such as invisible Golden Bananas. However, if you wander off too far, the move will automatically cancel. Other than that, there is no limit to this move. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Super Duper Simian Slam (Bigga Buttus Bashium) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~7 coins~~ ~~Creepy Castle~~ This is an upgrade to the Super Simian Slam learned in Creepy Castle. Fortunately, it leaves the controls unchanged. Only one Kong has to purchase this before all the Kongs have it. You'll notice the small shockwave produced when you do the move has turned red. This allows you to trigger the red Kong Switches, which you'll find everywhere in Creepy Castle. Obviously this means you pretty much can't get anywhere in the level without getting this move. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sniper ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~7 coins~~ ~~Creepy Castle~~ The last move Funky has to offer is a sniper. Go into first person while your shooter is equipped and you'll notice you're in a sort of binocular view. You can now use the left and right C buttons to zoom in and out. This lets you see and hit switches from a great distance. You need to do this in Creepy Castle as some switches are across a long area. If you walk onto this area, the switch disappears, so you need to use the sniper. The sniper, like the homing ammo and other upgrades, only needs to be purchased by one Kong for all five to have it. Not that you won't have enough coins to buy 15 snipers :). o------------------------------------------------------------------------------o | 4e Enemy List ENMYLIST | o------------------------------------------------------------------------------o There aren't many enemies in this game, and the enemies are really stupid. They basically charge at you, but can't retreat or dodge your attacks. They also will go back if you run far enough. After you defeat an enemy, it will eventually regenerate (it comes back in a bunch of swirling particle things). The enemies will be ranekd in difficult using a star system, with one star being the least difficult and five stars being the most difficult. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gnawty ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~DK Isle~~ ~~Jungle Japes~~ ~~Crystal Caves~~ Gnawties are a returning enemy from the DKC series. They're blue beavers that patrol ground areas, and they're extremely easy to defeat. If one sees you, it will stupidly charge forward. A single hit of any kind will take it out and earn you a melon slice. These guys generally come in packs, but are still very simple to handle. Early on in the game, when things are easy, Gnawties are extremely common. However, as you progress through the levels, they become much rarer and more difficult enemies are introduced. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Zinger ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : */*** ~~DK Isle~~ ~~Jungle Japes~~ ~~Angry Aztec~~ ~~Fungi Forest~~ ~~Crystal Caves~~ The Zinger is one of the more common enemies you'll face. They're basically bees that patrol the skies, often pairing with Gnawties. Early on, they are simple, as they merely swoop down, and you won't get hit as long as you keep moving. However, later on in the game, they drop bombs on you, which can be incredibly annoying, especially if it knocks you off a ledge. The only way to kill a Zinger is to shoot it with your weapon. With the swooping variety, it's not worth it, as you risk being hit anyways. However, with the ones that drop bombs, you might want to get to a safe spot and shoot it down to make your life easier. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kasplat ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** ~~DK Isle~~ ~~Jungle Japes~~ ~~Angry Aztec~~ ~~Frantic Factory~~ ~~Gloomy Galleon~~ ~~Fungi Forest~~ ~~Crystal Caves~~ ~~Creepy Castle~~ The Kasplat is the single most common enemy in the game. They look similar to the Krushas of Donkey Kong Country, only more gangsterish with sunglasses. Keep your distance when you first approach one, as they periodically slam the ground to send a shockwave, which can knock you off a ledge. These guys are extremely strong, so you can either nuke it with about eight oranges, or you can use the more conservative method and walk up to it and mash the B button. If you don't let up in your B button spamming, you won't get hurt, though you'll have to spam for a while. Notice the Kasplats have colored hair. The color of their hair indicates which color Blueprint they carry, since only a particular Kong can pick up their own color. Blueprints are an important item. Go to Snide's HQ (there's one in every level) and you can exchange your Blueprints for Golden Bananas. In Hideout Helm, you have 1 minute per Blueprint you returned plus 10 minutes to complete all the challenges and thereby deactivate the Blast-o-Matic. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Klump ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** ~~Jungle Japes~~ ~~Angry Aztec~~ ~~Gloomy Galleon~~ ~~Fungi Forest~~ ~~Crystal Caves~~ ~~Hideout Helm~~ Klumps are just like in DKC only they're more colorful now, having orange armor and a pink body. These fat, lumbering guys will throw bombs at you, but you can dodge them fairly easily, so long as you don't get cornered. If you try to kill a Klump with a regular attack, it won't work. You have to use an orange bomb of your own to kill it. If you manage to hit it, the Klump will fall down and spit out three oranges for you to collect. Klumps are very common and always come in packs. They're a lot larger than your Kongs, so don't get close to it, or it will smack you with its belly. As a fun side note, you can jump onto its head and watch your Kong bounce up and down :). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kaboom ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Jungle Japes~~ ~~Angry Aztec~~ ~~Gloomy Galleon~~ The Kaboom is one of the rarest non-level exclusive enemies in the game. They're just like Klobbers only they're red barrels with "TNT" printed on them. If you get too close, they'll come out and chase you, eventually exploding. If you keep running, they'll explode without hurting you and still leave behind a melon slice, but if you dawdle, you'll get hurt by the explosion. You can also keep your distance and throw an orange to defeat it. Kabooms can be found on the ground in Gloomy Galleon (in like two places), but in other levels, they're only found in the mine cart races, waiting on ledges. To avoid getting hit and losing three coins, slow down your mine cart by holding down on the control stick, then speed up when the Kaboom explodes. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Krash ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** Krashes are the bulky Kremlings that ride the enemy mine carts in the mine races. They wield a club, so jump at the right time to avoid their swings. If you get hit, you'll lose three coins, so be careful. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TNT Carts ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : *** TNT carts are TNT barrels on mine carts in the mine races. Slow down if one is in front of you and speed up when one is chasing you from behind to avoid getting hurt. If one hits you, you'll lose three coins. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kritter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~DK Isle~~ ~~Angry Aztec~~ ~~Frantic Factory~~ ~~Gloomy Galleon~~ ~~Crystal Caves~~ ~~Hideout Helm~~ Kritters are also a returning enemy from DKC, only they only come in green, rather than the wide variety found in DKC. The best way to kill one is to use the moving attack. This wipes it out in one hit, as opposed to the stationary attack, which takes two hits. These guys are pretty slow, so you don't have to worry about them much. They're often loners, too, so they're extremely easy to deal with. Despite these guys being basic troopers like Gnawties, they remain common throughout the course of the game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Klaptrap ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : **** ~~DK Isle~~ ~~Angry Aztec~~ ~~Fungi Forest~~ ~~Crystal Caves~~ ~~Hideout Helm~~ The Klaptrap is probably the most annoying enemy in the game, as well as a pretty common one. They look like small green crocodiles, only they walk on all fours, unlike Kritters. There are two varieties, the first being the green one. Attack a green Klaptrap and it's teeth will pop out to kill you. Unforunately, the melon slice appears immediately, forcing you to pick it up with the teeth on your back. The teeth are small and fast, making them hard to kill. I recommend standing still and using the stationary attack. The purple variety is actually a bit easier to deal with, despite being stronger. Like Klumps, purple Klaptraps will only fall to a bomb, so keep your distance and fire at will. They drop three oranges for you to restock. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Klobber ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Angry Aztec~~ ~~Gloomy Galleon~~ ~~Crystal Caves~~ The Klobber has seriously toned down in popularity from DKC2, where it was pretty much everywhere. In DK64, you'll rarely encounter these guys, which are just Kremlings in a barrel. At first glance, they look like ordinary barrels, but they'll pop out and attack you if you get lose. They usually come in packs, so keep your distance and fire oranges (which is the only way to kill them). If a Klobber is placed on a ledge (like Diddy's cabin in Crystal Caves), you can easily be knocked off, so keeping your distance is important. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Robo-Zinger ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : *** ~~DK Isle~~ ~~Frantic Factory~~ ~~Gloomy Galleon~~ ~~Crystal Caves~~ These are the same as Zingers only they're robotic... Yeah, shocking. Anyway, unlike Zingers, these ALWAYS drop bombs, so be careful. Since they're usually found in relatively safe areas (not high ledges), it's a good idea to shoot them down before you progress, as that will make things much easier on you. They also tak two hits to kill, rather than one. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Krembot ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Frantic Factory~~ The Krembot is a robotic Kremling, and you'll find them littered throughout Frantic Factory. They try to sneak up on you by lurking in dark tunnels, so the instrument may be a good idea. A normal attack does not work on a Krembot, as its metal, so you need to bomb it with an orange. Fortunately for you, this will destroy the robot and give you TWO melon slices. You can also take these guys out with Chunky's Primate Punch. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dice ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Frantic Factory~~ The live dice will come and attack you, but all it takes is a simple roll or punch to knock it out. These guys are absolutely nothing to fear. You'll only find them in Frantic Factory's Testing Room. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Domino ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Frantic Factory~~ The live domino will come and attack you, but all it takes is a simple roll or punch to knock it out. These guys are absolutely nothing to fear. You'll only find them in Frantic Factory's Testing Room. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kosha ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** ~~Gloomy Galleon~~ ~~Fungi Forest~~ ~~Crystal Caves~~ ~~Creepy Castle~~ The Kosha is a strong and somewhat annoying enemy that doesnt appear until the fourth world. This guy is a tiny little Viking who carries a club about five times larger than him. If you get close, he'll either swing it around (which can and will hit you if you're not careful) or try to whack you with it. If he does the latter, the club will get stuck in the ground. This is the only time during which an orange bomb will hurt him, so you'll have to be quick. The more recommended way of killing a Kosha is to use a shockwave (which wipes it out in one hits) or the musical instrument. If you get hit by a Kosha, you'll lose two melon slices, but it also gives two melon slices when its defeated. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shuri ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Angry Aztec~~ ~~Gloomy Galleon~~ The Shuri is a starfish that was fairly annoying in DKC2's water levels. In DK64 , they're much more pathetic. They swim around the water trying to kill you, but you should have no problem avoiding them so long as you continue to swim. Unfortunately, Shuri are also found in the Splish Splash Salvage mini-game. They swim around the barrel trying to attack you, and they might succeed given the horrible and unalterable angle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Puftup ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** ~~Gloomy Galleon~~ The Puftup is an enemy found in the shipwrecks of Gloomy Galleon. They look exactly like the puffer fish from Banjo-Tooie's Jolly Roger's Lagoon. If you get close, they'll explode. This may be a problem if you get cornered, but you shouldn't have much trouble as long as you keep swimming and avoid corners. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Killer Tomatoes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** ~~Fungi Forest~~ You'll find these bouncing guys in a patch near Funky's in Fungi Forest. They're terrorizing a worm, so use the Hunky Chunky move and mash them into nothingness. The worm then demands that you carry him to the clocktower area. After you do that, he'll give you a Golden Banana. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mushroom Bandit ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Fungi Forest~~ Fungi Forest isn't called Fungi Forest for nothing. The place is littered with mushrooms, tall and short. You should see big, stubby mushrooms on the ground with no stems. If you get near these, they'll pop up and chase you, revealing themselves to be bandit dudes. Just use a roll attack and you'll be fine. The biggest threat is walking into one without realizing it's an enemy. You will only find these during the daytime. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Skeleton Kritter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Fungi Forest~~ ~~Creepy Castle~~ The Skeleton Kritter is found all over Creepy Castle as well as in Fungi Forest during the nighttime. They're made of the skeletons of Kremlings and they use a bone for a weapon. If you use the stationary attack, it takes two hits, so the best way to destroy these guys is to use the moving attack. They are spread thin and don't come in packs, so they're really easy to deal with. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nibbly ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** ~~Fungi Forest~~ ~~Creepy Castle~~ A couple of sheds in the two levels above have killer bats (I call them Nibblies because that was the name for the bats in Banjo-Kazooie). They'll hurt you if you stand there like an idiot, but hopefully you'll do the intelligent thing and bust out your shooter and start firing. Once you shoot down all the bats, you get a Golden Banana. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fireball ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Crystal Caves~~ The fireballs are only found in Chunky's portion of the Crystal Caves igloo. These guys try to light the TNT barrel tied to the rabbit, and they'll succeed if you let too many of them get near the rabbit. If you keep circling the room and using the moving attack, these guys will be history. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ghost Kritter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Creepy Castle~~ The ghost Kritters are found in a couple areas of Creepy Castle. Like with normal Kritters, using the moving attack, as the stationary attack requires two hits. These are actually Kritters hiding under sheets, thinking they can fool us triple-digit IQ people. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * ~~Creepy Castle~~ There's a trashcan in Creepy Castle that only Tiny Kong can access. If you use the Mini-Monkey, you can bounce from the mushroom into the can, where you'll find a bunch of evil flies (they look exactly like the flies in Bovina's field from Banjo-Tooie). Shoot them down with your feather gun and you'll win a Golden Banana. These guys don't actually attack you, fortunately. o------------------------------------------------------------------------------o | 4f Character List CHARAC | o------------------------------------------------------------------------------o This only lists major characters, not characters that have a specific purpose and appear only once. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Donkey Kong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Everyone's favorite tie-wearing gorilla is back in action, ready to stomp Kremling butt and kick tail. Donkey is probably the most balanced of the five characters you get to play. He's not terribly slow or speedy and he's also strong, but not super strong. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Diddy Kong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Diddy Kong, Donkey Kong's spunky nephew, is another returning character. While he is small, he's quite fast and can jump very high. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tiny Kong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dixie's sister is ready for action, sporting her sister's signature hairspin, now called the Ponytail Twirl. Tiny is sort of like an downgraded Diddy. She's not quite as fast and can't jump quite as high, but she's a bit bigger than Diddy Kong. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lanky Kong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ No, he's not one of those reject barrel-throwing asstards from that level in Donkey Kong Country, he's the goofball of the DK crew, with a clown nose and ridiculously long and stretchy arms. Those arms, however, give him a huge range in which he can kill enemies and allow him to perform some interesting techniques. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chunky Kong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kiddy Kong's older brother is even larger than the abnormally-sized crybaby from DKC3. He weighs a freakin' 2,000 pounds and can crush any Kremling in a heartbeat. His monstrous size renders him slow as dial-up, unfortunately. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cranky Kong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cranky Kong is back to bitch. Except this time, he actually sells you moves needed to complete your quest instead of sitting in a rocking chair all day giving out useless tips for only three levels. The prices of his moves go up as you go on. Cranky's lab is in every level. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Funky Kong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Funky Kong will sell the Kongs shooters that can activate special switches as well as upgrades for said shooters. His armory can be found in every level. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Candy Kong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Candy Kong, Donkey Kong's girlfriend, sells the Kongs instruments that can activate Music Pads and nuke all the enemies in the area. Her shop is found in every level except Jungle Japes and Fungi Forest. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wrinkly Kong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wrinkly Kong, who died after DKC3, is still here to give you tips in spirit form. If you walk up to the doors in a level's lobby, she'll give you a hint for the appropriate Kong (the doors are color-coded) for that level. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ King K. Rool ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ King K. Rool is up to his usual Golden Banana stealing. He also decided to kidnap the four Kongs. Of course, he was too stupid to capture Donkey as well, so you've got to get back the banana hoard and save the Kongs, then defeat him. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K. Lumsy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K. Lumsy, who lives in the cave connected to Krocodile Isle, is an ex-Kremling, banished to a cage for his lack of ruthlessness. K. Lumsey is so huge that you only see his feet and a bit of his lower body. He's about a hundred times larger than Donkey. He'll agree to help you if you defeat the bosses of the worlds, who hold the Boss Keys to his cage. There are eight locks in total to open. Each time you open a lock, K. Lumsy will dance around and cause a fanboy earthquake, opening one or more of the levels. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Snide ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Snide, a weasel who made the Blueprints to the Blast-o-Matic, was fired because K. Rool didn't trust him. He wants to get back at K. Rool, but he'll need you to collect Blueprints. Kill the Kasplats (there is one for each Kong in every level) to get the Blueprints, then give them to Snide for Golden Bananas. Once you reach Hideout Helm, every Blueprint you returned gives you 1 minute, not to mention an extra 10 minutes. That means 50 minutes if you retrieve all 40 Blueprints. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Troff n' Scoff ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Troff n' Scoff are two fatass animals who live in portals found in the worlds. You'll find about five of them per world. The problem is, Troff, the enormous pig, is so fat that he can't move his tiny arm to reach the key, despite it being a couple of damn inches above his head. Great, just great, because that means we have to stand on the banana pad to feed Scoff, the anorexic hippo, bananas. Once you fed him the amount of bananas listed on the door, he will become as huge as Troff while Troff will become the size of Scoff, raising him up high enough to open the key. The door will show which Kong needs to enter the door to fight the world's boss. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Squawks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Squawks, the ever-so-helpful animal buddy from the DKC series, is back to give you tips. In the early stages of the game, Squawks appears several times to give you tips. After the first level, you'll rarely see him. In a couple of cases, you have to use the Mini-Monkey then play the Saxophone on the pad to make Squawks pick up Tiny and fly her to a hole she can drop through. You'll also need Squawks to carry a flashlight in Fungi Forest to help Diddy reach a Golden Banana. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Banana Fairy Queen ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ She is the ruler of all the Banana Fairies and wants you to help her find her lost underlings, who were scared off. She gives you a camera to take pictures of the fairies, which is how you "capture" them. She also gives you a special shockwave move. ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | (04) | Walkthrough | WALKTHRU | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- This will tell you how to beat the game with 201 Golden Bananas, 3500 regular bananas, 20 Banana Fairies, 10 Battle Arena Crowns, 40 Blueprints, 40 Banana Medals, the Nintendo Coin, and the Rareware Coin, step-by-step. Be warned that I am under the assumption you will use this start to finish. If you skip to some random part, you may be confused or lost. Whenever you pick up a Golden Banana/ regular banana, Banana Fairy, Battle Arena Crown, Blueprint, or Banana Medal, a number will pop up in (). That number tells you how many of the items in question you've colleted for that Kong in that world (except for the medals, where it's how many medals ALL the Kongs have gotten in that world). Boss Keys are counted on an overall basis. ==========================----------------------------========================== | +--------------------------+ | | 4a | %%% Opening Sequence %%% | SEQUENCE | | +--------------------------+ | --------------------------============================-------------------------- Once you load your first file, you'll be treated to an opening sequence. Unfortunately, you can't skip it. A bird flies across the sea, and soon, several other birds join him. The camera shows the back of DK Isle as the birds fly around it, passing an aztec building and Donkey's ear. The camera shows an overview of the proud isle. Seals jump from the water, and then, the camera switches to the dark and forbidding Krocodile Isle, K. Rool's ship. The ship lumbers forward, the music now being darker. Inside, two Kritters are telling the Klaptrap to steer the ship in opposite directions. K. Rool is confident that soon, Donkey Kong and his pretty little island will be no more. The foolish technicians operating the giant laser machine, called the Blast-o- Matic, can't get it to work, and all power shuts off. An alarm sounds as the ship spins wildly out of control. They hit a rock, putting the monstrosity to a stop. They manage to turn the ship around and they park it directly across from DK Isle. K. Rool calls his guards, causing three Kremlings to come into his throne room. The king demands that they do everything in their power to keep Donkey Kong and his friends distracted. He commands them to steal their hoard of Golden Bananas and take care of his pathetic friends. The king says that this time, there can be no mistakes. Klump has already taken care of this, however. Four gates trap Diddy, Tiny, Lanky, and Chunky Kong. The camera switches to inside DK's house, where's he's working out. While DK looks for his precious Golden Bananas, K. Rool will be preparing the big surprise. MUAHAHAHAHA! ==========================----------------------------========================== | +--------------------------+ | | 4b | %%% Training Area %%%% | TRAIN1 | | +--------------------------+ | --------------------------============================-------------------------- Squawks flies into the room to tell Donkey to come quickly. When you gain control of him, run around a bit and get used to the controls. A is for jumping, while B attacks. Now leave the house. After a little overview of the area, Squawks tells you the Golden Bananas have been stolen and the Kongs have been kidnapped! The bird also tells you to tell Cranky the bad news, which is what we're going to do. Drop off the balcony and you'll be facing a blue tunnel. A sign says that's the way out, but we need to talk to Cranky first. Head left and look for a clearing where you'll see a picture of Cranky's head floating. Approach it and it will turn into a full- fledged lab. Go in. After criticizing the loss of the other Kongs and the Golden Banana hoard, he tells you that he can give you potions that will give you special abilities. However, he won't give you all of them at once, and you'll need to collect Banana Bunch Coins to pay for them (money-grubber). First, he wants you to complete his training barrels. You automatically exit the lab. A scene shows you the training barrels. Donkey is, of course, all confused -_-. Go back to where you saw the WAY OUT sign, but head to the clearing on the left. A sign with the words "Training Area" point the place out. You'll see those barrels that Cranky told you about. Each one has a really easy bonus stage where you have to complete a basic task. Jump in the first one on the left. Welcome to bonus stage! Get used to that, as you hear it every time you jump into a bonus barrel. You have 60 seconds to grab the coin at the bottom of the barrel. Press Z to dive, hold A to swim quickly, and B to swim slowly. You can also hold Z to break. Dive straight down and grab the DK Coin. Donkey appears under the barrel, which breaks. Jump into the next one. There are five oranges positioned around the tree. Your task is to collect them all and throw them (they're bombs). Collect the oranges, then hold Z and press right C five times to throw them. Jump into the next barrel after you're done. You'll find five barrels positioned around the tree. Time for some DKC nostalgia. Pick up each barrel by pressing B, then press B again to throw it, making it break. Destroy all five barrels to win, then jump into the last training barrel. The final task is to climb the tree and swing across some vines to get the DK Coin. This probably the most difficult training barrel. Climb the tree by pressing A to jump into it, then move the control stick up to climb. Jump to the vine. To swing from vine to vine, press A when the vine swings near the next one. You'll win once you get the coin. Squawks tells you to go back to Cranky now that you've completed the barrels. Head out of the clearing and go right. Enter the lab. Cranky will give you the first potion, called the Simian Slam. Press A to jump, then press Z to butt stomp the ground. This lets you activate switches with the Kongs faces on them (the move works for all five Kongs). Cranky also tells you he's got a real treat if you collect 15 Banana Medals, but he reckons you won't be able to do it. Once out of the lab, head out of the clearing. Go behind DK's tree house and you should see antoher tunnel. Go through it and to the end and collect the three Banana Bunch Coins (3). These are coins you use to pay Cranky, Funky, and Candy for their upgrades. Now leave the tunnel and head to the front of the treehouse. Follow the tunnel pointed out by the WAY OUT sign to the end. Simian Slam the Donkey switch to open the gate, allowing you to head through. ==========================----------------------------========================== | +--------------------------+ | | 4c | %%%%%% DK Isle %%%%%%% | ISLE01 | | +--------------------------+ | --------------------------============================-------------------------- Squawks tells you that all the areas except for one (a cave near Krocodile Isle) are blocked off. Go forward and you'll see a bunch of pads plus a barrel. The barrel is called a Tag Barrel. You need it to switch characters once you've rescued another Kong. The pads are Bananaport Pads. Once you activate two with the same number, you can press Z while standing on one to teleport to the other. Activate one of them and Squawks will explain how they work. Activate the rest. Now it's time to activate their pairs (except the four, which we can't do yet). Head right from the start. Across the ocean is an island with a woman's head. She has a banana peel on top. Swim across the sea to the island and activate BANANAPORT #5. Teleport back and go right again. You should see a bunch of ledges on the isle. Use the backflip to get up them (hold Z and press A), then climb the tree and jump to the next ledge. Head over to some vines, then swing across to an Aztec- themed place (you saw this in the intro). Go up the ledges and activate BANANPORT #2, then teleport back. This time, go left. Kill the beaver as you go, then continue to the waterfall area. Activate BANANAPORT #3 and teleport back. Look for the cave that Squawks said wasn't blocked off. It's attachted to Krocodile Isle. Swim over to it and activate BANANAPORT #1, then head inside. ==========================----------------------------========================== | +--------------------------+ | | 4d | %%% K. Lumsy's Cave %%%% | LUMSY1 | | +--------------------------+ | --------------------------============================-------------------------- You'll meet K. Lumsy, a Kremling so enormous you'll only see his legs. He was put in the equally enormous cage by K. Rool for not being a ruthless Kremling. He refused to smash DK Isle and the cute little monkeys, so he has to stay in his cage until he toughens up. He asks Donkey to help free him, and Donkey says yes. K. Lumsy is filled with joy and explodes, bouncing around his ca